AHOY,
Update; 12/19/14 this post has more fews than any other COE section posts, 47 veiws.
Update; 06/12/13 10: 39 hours this was just the title change.
FRAGMENTED FIGHTING FACTS
Conduct of Engagements
Basic rule # 17 was
the last Basic rule of the Conduct of Engagements section. Here we have
additional knowledge to consider.
Over all tips
Joke: try to
look unimportant, your foe maybe low on ammo. If you’re short of everything,
except the enemy, you’re on the front. If your attack is going well, it’s an
ambush. Incoming fire has the right away.
Characteristics of (military
operations in urban/ on urbanized terrain) MOUT;
German term; Rat-n-creeg
meaning rat warfare. MOUT operations may be conducted to capitalize on
strategic or tactical advantages which control of an area gives to you or
denies to the enemy. Major urban areas represent the power and wealth of a
country in the form of cultural, economic, industrial, political and
transportation, centers. The control of these centers well yield decisive
psychological advantages which determine the success or failure of the larger
conflict. It is more difficult to recover from an erroneous decision in MOUT.
Commanders may decide to bypass if speed is essential to their mission, enough
forces are not available, and logistically the attack cannot be supported. Or
if no substantial threat exists in the area. Civilian casualties and
significant collateral damage to structures, require commanders to consider the
political and psychological consequences of attacking. The fact that the
defenders are resisting indicates that they will fight hard. The first thing
you do when approaching a defended city is attempt to get it to surrender. For
riflemen and team leaders, the fight is to seize a foothold in a given building
and clear individual rooms. At the squad level, the fight is for a floor or a
single small building. The platoon fight involves larger buildings and small
complexes. Troop requirements are 3-5 times grater. The necessity to provide
life support and other essential services to civilians can siphon off resources
and manpower. Troop strength depends on surprise and Intelligence (Cmdrs. rely
primarily on human lntel for information). Troops are needed to prevent
reoccupation and refuge control. Civilians fleeing will block roads. Conduct
operations around civil evacuation plans. Enemy will try to blend in with
population, curfews can help. In Somalia Marines noted, guerillas almost always
slept between 04-08 hours. A hostile population is a serious security problem.
Possible cons, robbery, sabotage, protest, children shadowing patrols; they not
only can get killed but can provide information to the foe. Crowd control; Show, Shout, Shove, Shoot. The unit
commander has one or two snipers who can shoot key individuals (those with
weapons, those who appear to be orchestrating the riot). Helicopters hovering
low over a mob, especially in a dry and dusty environment, stirs up a wind
storm of dust, sand, and noise. If you have an M-1 tank, back it up to the mob
thus utilizing the hot exhausts. Such vast areas are difficult to defend or
attack in their entirety. On the urban battlefield, advantages and
disadvantages in the areas of mobility, cover, and observation tend to even out
for attacker and defender. Initially, however, the defender has a significant
tactical advantage over the attacker due to defender’s knowledge of the
terrain. The defender can prepare the ground in advance, build and reinforce
obstacles, and select firing positions and observation posts. He can
reconnoiter and improve routes between positions to supply and shift forces
quickly.
(Reference, Def. #
12)
With MOUT, the attacker must
forfeit, at least in part, the advantages of cover and concealment in order to
move and concentrate forces; every action by the attacker is made more
difficult because he must feel his way through a complex of manmade and natural
terrain features. Attacker’s routes of advance are limited and more clearly
defined, enhancing the defender's target-surveillance capability. The attacker
must use increased communications to coordinate his forces, which reduces his
ability to achieve surprise. Although the built-up area may not occupy dominant
terrain, it normally has dominant terrain adjacent to it on at least one side.
Doctrinally, the attacker will attempt to bypass and isolate a built-up area by
securing the adjacent dominant terrain before the built-up area itself is
directly attacked. Isolated positions can be left to small holding units.
Therefore, the defender always attempts to establish his defense well forward
of an urban area and well integrate surrounding dominant terrain, natural and
manmade obstacles, as well as the smaller rural towns and villages into the
defense as strong points, in order to engage and defeat the attacker on the
approaches and flanks and limit the advantages of being bypassed and isolated.
The key defensive concept is to draw the attacking force into preplanned kill
zones. Engagement ranges are greatly reduced by urban features. Targets will
generally be exposed for brief periods, frequently at ranges of less than 100
meters. These limitations induce close, violent combat. The depression and
elevation limits for weapons may create dead spaces. To deal with target
masking by increased dead spaces caused by buildings or rubble, the artillery
batteries are positioned away from tall buildings and other masks. The use of
field artillery in the direct fire role may be required to suppress gunners in
hardened positions. Greater reliance must be placed by the attacker on indirect
and long-range weapon systems or air. The attacker is most vulnerable to enemy
fires during the initial phase of securing a foothold within the built-up area.
Initially, artillery is located on the outskirts facing the attacker’s
approach. From these locations the artillery engages the attacker at maximum
ranges. The defenses mutually supporting strong points are echeloned in depth.
Operating from positions in depth complements electronic warfare support
measures and observation activities and limits the attacker’s ground
reconnaissance and infiltration capabilities. The defense reverts to the conduct
of defense only when; attacking forces break through defenses on the
approaches. At the appropriate time, artillery displaces rapidly along
predetermined primary and alternate routes to alternate or supplementary
positions. Attacks are often launched at night or under
other conditions of limited visibility. Added to weather conditions that limit
visibility are the urban factors of smoke and dust, and concealment offered by
shaded areas of varying intensities. On the approaches to urban areas,
visibility is frequently less than 3960’ i.e. ¾ of a mile. The attacker may use
such conditions to extend his reconnaissance, re-supply positions, cross open
areas, or secure objectives. To counter this, the defense may shift defensive
positions and crew-served weapons to alternate positions just before dark. He
occupies or patrols open areas between units which are covered by fire during
daylight. Employing noisemaking devices, tangle foot and or tactical wire,
outside of buildings. Mines, LPs and OPs, with NVDs, remote
sensors, and radars on the most likely to be used nighttime avenues of
approach. Heat, seismic and acoustic (glorified microphones) for early warning
sensors, have been used since Vietnam, and acoustic sensors were used during
WWI. Current heat sensors can let you look inside a building for the presence
of people. Seismic (microphones that listen through the ground) and lasers that
can listen inside after hitting i.e. painting windows as well as acoustic
sensors can be fired like tear gas grenades into buildings to detect the
presence of defenders, for monitoring until the enemy, or the sensors, are
discovered and destroyed. Also airborne or ground lasers that paint/use windows
as contact points. Another innovation is the remote control robots. And so the
battle will proceed with the attack of smaller built-up areas leading to the
central complex. Fighting, will involve a series of coordinated actions at
small-unit level. Elements are required to conduct a whole range of military
operations. Funneling of forces favors the defender by limiting the number of
maneuver elements that may be applied against a series of hubs that must be
confronted in succession. Unlike deserts, forests, and jungles with a limited
variety of fairly uniform, recurring terrain features, the urban battlefield is
composed of an ever-changing mix of natural and manmade features. Frequently,
larger forces will have units fighting on open terrain, on terrain within
built-up areas, and in complexes where these two distinct terrain forms merge.
Fighting is characterized by a multidimensional battle. It may be fought
simultaneously above the ground, in the upper stories of buildings, on roofs,
in buildings at street level, in the street, and below street level in sewer
and subways systems. Sub terrain areas
become contaminated hot spots after power goes out. Rain also makes storm and
other sewer systems hazardous or impassible. Chemical agents are washed into
drains as a result system contains agent concentrations much higher than
surface. These effects become more pronounced as agents are absorbed by brick
or unsealed concrete sewer walls. Underground routes are of primary concern
when considering guerrilla avenues of approach and lines of supply and
communications. Sewers, subways, tunnels, cisterns and basements provide
mobility, concealment cover and storage sites. Over pressures are magnified
greatly.
(Reference,
Appendix, overall tips, Sub terrain)
MOUT; overall maneuvers well
be more methodical and synchronized. Isolation degrades C4I. Combat is more
nonstop, much more physically demanding, more hand to hand, lots of fatigue.
High casualty rates due to falling debris and lots of sharp items around.
Explosions produce more flying debris especially glass. Casualties may occur on
any level of buildings, though most occur outside. Troop density and close
proximity of combat makes it difficult to provide supporting fires. MOUT
consist of readymade cover and concealment. Back door inters generally provide
better cover than front. Usually structures must be attacked before enemy in
side can be. There will be more damage by fire. High rises can take 24 - 48
hours to burn out and cool down enough to be reoccupied. Destroyed buildings
change topography of area, making rally points hard to recognize. Use phase
lines (face of buildings not streets or allies) thus keeping your units from
over advancing. When possible move along main streets parallel to buildings,
i.e. no crossing main streets. Best to cross streets in the middle of the
block. Right sides of streets are generally safer to move down. Remain on same
side of street as foe. Move across danger areas one at a time, however once the
area comes under fire it is best to cross as a group, all the while opening
fire on suspected enemy locations. While crossing danger areas or while on
patrols in general, each Marine is detailed to observe and or cover a certain
area, such as second-floor windows on the opposite side of the street. When a
street is narrow observing or firing into windows across the way can be
difficult, because observer is forced to look along the buildings, rather than
into windows or doors. When streets are wider observation throw openings is
better. Engagement ranges MOUT; may
vary from point-blank to the maximum effective range of a weapon. Minimum
arming ranges must be considered. Engagement ranges average 300 feet, 90% of
engagements are at 100’or less. Few personal targets visible beyond 150 feet.
5% at 300’ or more. Even snipers rarely take a shot farther than 1000’. If you
spot foe, some distance away, take him out. If close up, aim in and allow the
rest of your unit to react thus maximizing firepower in direction of possible
foe unit, this is especially true in jungle combat. Also in jungle “if in
doubt, don’t shoot”.
(Reference, COE
General combat tips “characteristics of military operations in Jungle warfare”
and “Fighting at night” below)
With two or more troops
running for cover, shoot closest one to cover firsts. A foe in the open is
worth two in the bush. If your unit has
group under fire, shoot troops farthest away from you first. They well be the
ones going for the flanking moves. Units under fire tend to make a stand or
retreat vs. attacking into unknown terrain. Do not retrieve your first expended
magazine during contact because it will consume valuable time. As for locations
of the shooter and the target. Both the shooter and the target may be inside or
outside the same or separate buildings. Either one may be inside while the
other is outside. Target angles can be either vertical or horizontal, or a
combination of both. Spotting
shooters; by analyzing impact
points. Snow can give more indication of the direction of enemy fire. Spin
of bullet vs. ricochet direction? Flat trajectory indicates elevated firing
position. Direct fire round will sail right by you if it misses but falling
(HE) round kills if it misses by yards. Direct fire sounds like ripping canvas,
howitzers a two tone whistle. Direction
of sound; bullets passing by your ear well sound like a bumble bee. Smoke
from initial shot’s, due to excess
oil in barrel. You might want to swab barrel before shooting. Dust from muzzle
blast. Black smoke from surface of barrel can be seen by observer. Also steam
from human bodies. Brass casings being ejected may reflect sunlight. Shoot at possible cover and concealment
points, shooters tend to be located high; foe may use one high shooter to
draw your unit into area of multiple low shooters. Periodically expose items to draw fire, i.e. “the old helmet on the
bayonet”. Lastly you may have to advance
under fire and have spotter (otter) watch for enemy. Spotters should not
provide cover, so vision is not obscured by smoke.
(Reference, COE
rule # 1)
Orange smoke/dust indication
of impact of armor piecing (AP) incendiary rounds. With tracers, impacts can be
indicated by ricochets (or lack thereof incase of hitting a human body). Most
impact points cannot be spotted beyond tracer burn out range; around 3000’ for
7.62 mm, beyond that range you need visual aids. Scopes and binoculars ¼ out of
focus can see thermal signature of rounds (aka Swirl) going down range. Swirl
caused by pressure differences in air that reflects light differently. Also
I.R. at night or day and for spotting muzzle flashes too. Modified suppressers
that can ID units.
Vehicle commanders and
drivers can walk gunners on target using ADDRACS, target reference points and
the field expedient mil system (one finger, four fingers from the hay
stack). The impacts from MK-19 are
easily seen and can be used to orient the other gunners.
Note add Support
Group/element or cell, to assault unit; i.e. CAS, transportation, air, motor
and sea or river craft. To also include communication etc.
(Reference, COE
rule # 1)
Organizing the assault unit:
it well always have two basic
elements, first an assault element (A.E.) the unit may include demolitions
experts, electronic technicians, and whatever specialists that may be needed
i.e. pilot, if the objective is to steal a specific enemy aircraft. Secondly,
there is a security element; (S.E.). Each Marine must know the responsibilities
and roles in either element. S.E. responsibilities, are securing the area or
building in the case of MOUT and stopping enemy reinforcements from becoming
involved, or to stop any would-be escapers and to cover the withdrawal of the
A.E. and or entire assault unit. Like
with Cordon and knock missions, Outer circle keeps people out, inter keeps
people in target buildings. Finally, they may provide the suppressive fire on
objective. Immediately prior to the assault, suppressive fires are increased on
the objective and continue until A.E. has entered the building. Isolate
buildings by fire, layaway avenues of approach to building and its exits.
Suppressive fires located outside adjacent to entry on the upper floor of
previously cleared building. As unit inters supporting fire shifts to upper
levels then to exits and adjacent buildings to cover enemy withdrawal or
reinforcement routes. If your unit most retreat vacate two or three houses down
the road at a time, burning first one for concealment. Burning out buildings is
best at night, smoke can interfering with daytime combat. Conventional smoke
screens in MOUT can drawl fire. The A.E. responsibilities are to secure the
objective. The following fundamentals are to be considered when assaulting
buildings: You should always try to attack buildings from top down. Know
strength of roofs. Give the enemy an escape route. Enemy usually not very
motivated to make a stand in someone else’s living room, lol! Attacking form
the top also avoids enemy heavy-weapons positions, which will usually be
located on lower levels. Considerations which will affect the decision on the
point of entry; identify the route to the building from the last covered and
concealed, or assault position. This is usually the shortest distance,
immediately across the adjacent street, back yard, or alley. Ask yourself; from
what enemy-held buildings can the enemy observe my avenue of approach? Then
orient observation and fires on those points to break the mutual support
between enemy positions. Being able to predict suspected enemy positions by
reading the terrain is an important skill to develop. The assault element (AE),
regardless of size, well attempt to close on the stern or flank(s) of an
objective building, which well have more and better cover. If the building is
located on a street with numerous adjacent buildings under enemy control an
envelopment is not feasible, a stern attack is required. Alternatively, the attacker
can initially clear nearby buildings and then attack the final objective
simultaneously from the stern and flanks. Other considerations are the
availability of access means to upper stories; again A.E. may seize an
adjoining structure. Also consider the cover and concealment in the area. Often
you will have to evaluate the relative risks of scaling the side of a building
or clearing upward from the ground floor. Clearing from the bottom up may be
the most frequent method in isolated, detached areas. Assaulting the bottom
floor and clearing upward is a common method, except where buildings form
continuous fronts. In this situation with ground level entry, the attacker
attempts to close on flanks or stern of the buildings. When attacking from
ground up, unit has better option of burning out enemy on upper floors. Shots
fired up through floors can cause enemy to surrender quickly. First establish
foot hold inside, than fight quickly to top floor and then down. If your
mission requires long ropes, consider the use of 1" nylon tubing instead.
It is lighter, more compact, and just as strong. Also garden hoses. Wire
(communications) can hold up to 90 lbs. per cable. Black wire may have current
going through it. Grappling hooks make sure there is enough rope to reach
anchor point. Stand as close to building as possible assuring less exposure and
horizontal distance hook must travel. Coils, one in hand with hook few in
other, the rest coiled on ground. Throw gentle even lob, once the hook is in
window, pulling it to one side ensures good bite. Keep tension on rope after
securing bite. Scaling walls, you can climb pass windows at first, on your way
to the rooftop, when repel back down. Clear rooms first before climbing to
close as you past windows. Use grenades, keep weapon at the ready. Avoid
initial entry at middle floor windows; if a middle floor is breached, it is
used as a foot hold only, you still clear upper floors first. Each A.E. should,
keep the procedures simple. Each member must know his entrance point. Set
selector lever to full automatic. Fix bayonets or ready K-bars, for close
encounters. Attack right behind prep fire and or percussions. Preferably, entry
is gained through walls breached by explosives or gun fire. AE should avoid
windows and doors as entry points because they are usually covered by fire or
booby trapped, avoid obvious gates or holes in fences or walls. Move from room
to room through walls. Walls can usually be breached with axes. House
holing/mouse holing methods. Look though (can be as small as ice pick), also
throw or drop though and go though types. Select rooms that have ceilings
intact and Place an explosive charge against the ceiling and or floor wall
juncture. Pros i.e. advantages, wall can provide climbing aid to ceiling hole.
Charges placed at corners might provide access to four or eight rooms. Cons-
i.e. disadvantages, this may weaken structures too. In general, the resultant explosion should
kill or stun defenders providing uncontested access to the next floor. Charges
used for breaching outside walls are placed at fire places or brick walls
better to prevent walls or buildings from collapsing. Box wall building designs
have reinforced concrete walls exterior and interior difficult to breach. Inter
wall 6-8”. The floor plans are predictable. Hallways circle around stairwells
or elevators. Brick designs, exterior walls of buildings are at least 3 bricks
thick. Total of 6 bricks between buildings. The floor plans are different on
ground floors than upper levels, but over all similar in area. Holes made in
outside or inside walls should be staggered, so enemy cannot shot through more
than one at a time. Ideally, you should start on blind side of buildings that
is the side without windows. House/mouse holing can be used offensively or
defensively. Not possible after buildings reduced to rubble. Again never use
obvious gates or holes in fences or walls. Clearing downward, stairs are
covered by posting guard, they are not used. Enemy mouse holes to lower floors
should never be used. Entrance to lower floors is gained by breaching the
floor/ceiling with explosives and/or using lowered rope. After entry cover
entries to basements or attics first. If there is a basement or attic it should
be cleared first. Never stand in front of or near a closed door; never hide by
the prominent window of a house. While inside buildings continue to watch
outside. Hug inside walls. Clearing is usually done in circular pattern, from
one main hallway. Secure the central stairwell. Stairwells, access ladders/fire
escapes, usually are located at ends of hallways too. These plus large open
rooms or areas or rooms with a view, i.e. balconies or roof tops over looking
these areas and other points of interest are your prime objectives. All these
locations provide mobility, concealment and can serve as relatively good
fighting holes or sniper positions. Use extreme caution when in these areas
during clearing phases.
Note check for this note in Tri-F, a too heavy charge
brought the entire building down into the basement, leaving an unnecessary
obstacle. One solution to this problem was to set the charges in fireplaces
where the heavier side walls of the fireplace would prevent collapse of the
walls.
Securing rooms; do not open doors by hand or attempt to kick them open. Shoot the door
open by firing several rounds through the lock or blast the hinges, use
battering rams or blow the door in with explosives. One Marine is positioned to
cover inside and outside of the room. Interring rooms first Marine in, decides where
next Marine goes. Example; next Marine left/right, second Marine repeats as he
inters. Very tactics to avoid patterns. When possible tactics for adjacent
buildings should be just opposite previous tactics. Always wear your load
bearing equipment (LBE) buckled. If you're wounded, fellow Marines can drag you
by the shoulder straps.
New,
lighter, body army (with its quick release feature, which saves troops from
drowning when they fall into water, or burning if their armor is caught on
something during a vehicle accident or attack.
The stack/stick tactics;
The
stack term P.O.D.
point of dominance, no trooper land, fatal funnel.
Ex of
stack, first Marine enters moves to far corner covers back five feet to left.
AKA strait long. #2 secures door over back. Left note cover 5 # 2 door way
moves two closet corners depends on hinge cover back lets back right cover
bottom hooks rides door. #3fallow #1stays short covers front left corner 5’back
right corner #4 fallow #2 secures door covers back left note cover five feet
from back right explosives Marine.
A
Spartan mother’s advice to her son who complained that his sword was too short.
Take a step forward.
pausing
in doorway to check stern.
1.)
Stack Up In this example the element stacks up on one side of the door (where
the door handle is
located).
R1 is in the prone position, R2 is covering R1 and the opposite side of the
door (i.e
hallway).
The element leader is between the two teams, and also covers the hallway. B1
covers
the right hand side of the stack, while B2 is guarding the rear (i.e. hallway).
2.)
Open the door, deploy flash bang While R2 is covering the door, R1 (still in
the prone position) opens the door, weapon at the ready. If no immediate threat
is encountered, R2 throws in a flash bang.
3.) The
fatal funnel R1 enters first, an covers the right half of the room. R2 is
following
immediately
and covers the left side of the room. B1 and B2 are covering
from
the outside, getting ready to enter behind RT. Clear the doorway right
away!
4.)
Clearing the room R1 goes to the right far corner, pointing his weapon to the
opposite corner.
R2
clears to the near left corner, pointing his weapon to the opposite wall.
The far
left corner is called "No-Man's-Land". Never point your weapon to the
direction
of a team member
5.)
Secure! R1 goes to the right far corner, pointing his weapon to
"No-Man's-Land". R2
clears
to the near left corner, pointing his weapon to "No-Man's-Land".
Never
point
your weapon to the direction of a team member!
B1
follows and goes to the near right corner, followed by B2 who stays near
the
door and covers it. B1 will cover upper areas (like balcony’s etc.), if there
are any.
The
element leader is the last one who enters the room. He then may issue
further
orders?
This is
proven more effective than the V tactic most SWAT teams up. With the V tactic
you stack up on both sides of the door.
Reorganization and exploitation; cleared levels/floors and rooms should be marked
(chalk, tape, spray paint or other aerosol sprays that may show with certain
sensors), doors should at least be left open. At minimum secured areas or rooms
are reported. As rooms are cleared attacker should fortify places as soon as
occupying them. In a cleared
building, reorganization to repel enemy counterattacks must be rapid. Initially
(until S.E. member takes over) selected members of the AE will be assigned to
cover potential enemy counterattack routes to any floor or building. The
requirements are determined by the type of building and by the nature of
adjacent terrain. For example, numerous open spaces require increased fire
support to suppress/obscure enemy gunners while reinforcement units move across
open terrain. Conversely, areas with numerous covered routes will decrease fire
support requirements. On the other hand open areas are easier for one Marine to
cover if the only concern is repelling enemy forces. Deconstruction lumber is used to build later
wells. They are pulled up stairs during attack. Have a pre-mission and
post-mission checklist to ensure that nothing is left behind. Avg. 30 minutes
to clear structure. Thus having taken an enemy position, the Squad cannot
relax. They need to regroup, assess the cost of their attack, prepare for
possible counter-attack, tend to their wounded and see too any prisoners they
may have taken. If swift reinforcement by fresh troops is forthcoming, you can
use the newly acquired position as a springboard for your own advance, allowing
the original unit’s time to regroup before moving in behind them to take over
in turn. If such is not the case, and further advance is necessary, the Squad
would have little time to make its preparations before resuming. It is during
this point the Squad is most vulnerable to counter-attack, occupying unfamiliar
ground the enemy knew well, having expended ammunition, energy and quite likely
blood to get there. During WWII, the second most important item of equipment to
any Marine, after his weapon, was his entrenching tool. Troops learned to dig
at least shallow pits the moment they halted in expectation of the coming
barrage. Troops were trained to begin to dig even if the objective they had
taken was but one of several they were tasked with that day. This was the only
response to the inevitable bombardment they would shortly endure from the
defender's artillery and mortar, excepting a night raid. The only way to
survive its effects was to dig, deep. Digging in also gave some added
protection in case of a feature withdrawal. If no immediate advance was to be
ordered though, a more thorough reorganization could begin, shifting quickly
from attack to defense. An ideal position would enable the defense to take the
approaching enemy from one flank, rather than simply head on. The situation
around the unit i.e. Battalion etc. would also need to be assessed.
Circumstances could arise where one Battalion had made far better progress than
those on its flanks in a major assault. Any feeling of pride in such an
achievement would be tempered by the knowledge that the Battalion was actually
more vulnerable as a result. It could find itself occupying a ‘bulge’ in the
line, meaning instead of there being friendly troops on both flanks there were
in fact enemy units. The commander would also be trying to find out what had
happened to any units covering his flanks, in case they had faltered and he
needed to protect a vulnerable approach by redeploying his own men. The
Battalion Commander would also have to decide whether all the gains his troops
had made were in fact defensible. It would be highly unlikely that all his
subunits had advanced to the same depth. Some units would undoubtedly be pushed
further out than others, making for an uneven perimeter. Some units may have to
be pulled back to remedy this, a galling prospect for men who had fought hard
to take a particular feature only to be told to abandon it shortly afterwards.
There was an equally unappealing converse to this situation. His troops may
have gained a tenuous hold on a particularly important piece of terrain,
pulling back from which would offer the enemy a notable advantage, such as high
ground for artillery or other observers. A renewed localized assault could be
required to improve the position, or the Marines in place could simply be
ordered to hold on until relieved. Senior commanders were always aware
that an enemy who had been decisively repulsed and had no extensive lines of
defense on which to fall back himself was acutely vulnerable to a rapid counter
stroke. Following assault mortars were on call to deliver a salvo against
any enemy counterattack delivered against the riflemen in this most vulnerable
stage as they shifted from assault to defense.
(Reference, Step #
2, leadership guidelines, Company Cmdr, “The Reserves”)
Terms; Plumb card and search ticket cards? With the term “search ticket
card” IMO it would not be much more info than you would find in my Tri-F under
“vehicle check point” section. Rule # 3 defense. Can anyone
list these items on a search ticket?
(Reference,
Defense, rule # 3, “Vehicle check points”)
Cordon and knock man of house asked out first to give permission for
search. More places you search less likely enemy to hide things there again.
Longer search time more by standers gathering around area.
(Reference, Step #
3, concepts of operations, part D) general phases of attack, phase four
consolidation/exploitation.)
Weapons Conduct;
Small arms
as for prepping your weapon for action you should smoke Iron sights, thus
insuring a uniform flat black surface to maximize contrasts. However, a black
uniformed enemy well blind in with the front sight post of your weapon at a
distance. Always work action, to verify functioning of weapon and check ammo.
Marines usually carry no more than 12, thirty round magazines. Magazine weight
1¼ lbs each. Place magazines upside down in your pouches to keep dirt out.
First few and next to last few rounds in magazine are tracers. First few to
indicate aim, next to last few to indicate low on ammo. Use one magazine full
of tracers during infiltration and extraction, so the tracers can be used to
identify enemy positions to air support. Never chamber round into hot weapon
until you intend to fire. Heat expansion causes cook offs and jamming. Ammo
cool enough to hold is safe to fire. Average barrel temperature 200-700
degrees. Light rifles have lighter barrels than machine guns, can over heat
with 100 rounds in less than a minute. Minimum sustained fire considered to be
36 rpm or 12 three to five round burst per minute. Barrel over heating depends
on weather and exposure to sun too. Water cooled systems; a steady steam from
jacket meant system was working. Do not let hot parts of weapons contact snow.
With rapid cooling barrel will warp. Cold metal becomes brittle. Most braking
parts are moving ones i.e. sears, firing pins, operating rods, recoil springs
and magazine springs. Damage accurse mostly in beginning stages. When you first
open fire, it helps to fire at a low rate of fire. Snow on weapons melts, seeps
inside and freezes. Hands can be cupped over breeches to prevent and protect from
cold in general. Infantry units should have more pistols for MOUT. There are
many situations in buildings where a pistol is better than a rifle. Pistols
provide back up weapons when rifles or MGs brake down. Improvised lanyards for
the pistols using phone chords. These automatically retract when the pistol was
holstered, unlike the straight issued chord. Note; the issued cord would be
better for retrieving weapon especially from enemy who might have taken it,
i.e. the cord instantly response to your jerking on it. Revolver pros; they can
be fired from the holster. Better for using ammo that is not specifically for
it, by rapping cartridges with tape to fit snug in the cylinder. Would only be
good for close shot. By design, revolvers already leak gas from cylinder and
barrel which slows muzzle velocity. In addition leaving more powder residue
behind that can be detected by forensics. Revolvers can be cocked with one
hand, with out the aid of a table or other corner edge needed with an automatic
slide action pistol. No ejected empty casings, thus position of shooter
difficult to determine. Cons; are bulky, take longer time to load, especially
without quick loads, fewer rounds available too. The 9mm pistols cons, weak
springs in the magazines, which tended to cause failure to fire and the
tendency of bullets to fall out of magazines not fully loaded.
When moving, use a 30-round
magazine in the SAW. Attach a drum in the ORP or once in position in a hasty
ambush. SAW drum pouches are tightly fitted and tend to pop open when you drop
into the prone. Use cloth tape with quick-release tabs to prevent this.
In MOUT munitions consumption is greater. During first day it can be
five times greater than other types of combat.
SP 2000; The Army notes that a rifle company may fire 50,000
rounds in a two-hour battle, and that 95% of this will be suppressive fire
intended to keep the enemy's head down, not to hit him.
After this
battle the Marines reevaluated their combat load and reduced the amount of
ammunition that they carried. After the
battle, Marines normally carried no more than 4 to 6 magazines and one
grenade. In the Company ambush in Bala
Baluk no Marine fired more than four magazines in the eight hours of fighting
despite the target rich environment.
There is more recon by fire, as well as many glancing blows on hard
flat surfaces, 25% of impact fuses will fail. Rounds can be purposely
ricocheted, especially on stone streets or sidewalks. Delay fused rounds are
better for ricocheted fire. Aim fragmentation round at closed windows or at
back wall of opened one, (AP) round at surrounding framework. Bunker
apertures/port holes usually weaker then surrounding area. With impact fuse
rubble occurs into room, delay fuse rubble outside room thus producing more
sprawling. High explosive impact fused rounds achieve excellent results against
troops in the open. HE, variable timed fuses, are recommended for discouraging
movement in the open. HE, fuse delay, (bursts .05 seconds after impact) are
good for penetrating rooftops of structures and causing casualties within
structures. The round must penetrate the roof and top floor since experienced
city fighters or snipers do not fight from the top floor. Proximity fuses for
keeping OPs off rooftops. Mortars are well suited for combat
in built-up areas because of their high rate of fire, steep angle of fall, and
short minimum range. If the mortar is firing in excess of 885 mils to clear a
frontal mask, the enemy counter battery threat is reduced. Chemical munitions
are area coverage weapons, smoke or CS is used to clear a built-up area to
drive enemy out of fortifications or to canalize the enemy, also to limit
collateral damage or civilian casualties. Smoke employed in the defense
obscures enemy air and ground observation, thereby limiting the accuracy of
weapons and target acquisition. Smoke placed on roof tops i.e. along the
horizon, by attacker can prevent defensive observations. Sometimes screening
with smoke pots, generators, or artillery smoke munitions should be considered
to cover the withdrawal of defending forces or the movement of attacking
forces, or indeed the lack there of. Or to conceal attacks with white
phosphorus rounds. Phosphorus wounded as shares of phosphorus is exposed to air
it would burn again, keep victims rapped up. When covering a built-up area with
a smoke haze or blanket, it is essential that all buildings be covered. Failure
to obscure tall buildings, towers, and steeples will provide enemy observers
with reference points for placement of rounds. Illumination or smoke rounds can
be used to reorient maneuver forces.
Grenades:
Joke, aka infantry personal artillery. Frag grenade wt one lbs Avg. 4-5 oz of
explosive. 3-5 second fuses. Terms of nomenclature, powder train / fuse striker
/ firing pen igniter or detonator at end of fuse. WW1 frag 22 oz wt, two oz
black powder. TNT shattered fragments to much but it was used in WW1. U.S.
produced 50 million in WW11. Avg. Battalion used 500 per day. MK-19 40 mm, note
rpm fast enough and muzzle velocity slow enough that a belt could be fired
before first round impacted. (1960s) wt 140 lbs 9 oz shell, 2km range 17 second
flight time. AP round could breach 60 mm of armor. 100 rpm, jammed every 5k
rounds. U.S. Battalion equipped with ten weapons. USSR (1970) copy MK -19 the
AGS-17 30 mm, wt. 90 lbs, 6 oz shell, 1700 m. max range 100 rpm, jammed every
1k rounds sometimes exploded. USSR Battalion equipped with eight weapons. M203
DUAL PURPOSE WEAPON (DPW) Significant characteristics of the M203, 40-mm
Grenade Launcher, are; Maximum Range 400m, Minimum Safe Firing Range 31m,
Minimum Arming Range 14-28m. This must be considered in close-in firing to
insure that round will explode. Range at which a .5 i.e. 50% probability of
target hit can be expected: Area Target (fire team size unit) 350m, Area Target
(Vehicles/Emplacements) 200m, Point Target-Window 125m, Bunker Aperture 50m, Rounds; M651E1 Tactical CS; Effective in
driving the enemy from structures, the round has some incendiary
characteristics. It could be a fire hazard when used in buildings. M583 White
Star Parachute; Is an effective signal and a battlefield illuminant that can be
placed 300 meters forward of the squad position to illuminate an area 200
meters in diameter for a period of 40 seconds. XM585 Star Clusters; Are red,
white, and green; used for signaling. CAUTION; the green star cluster may
appear white in bright sunlight, so save green for night. XM635 Ground Smoke;
is used for marking locations; not used for screening. Available in red,
yellow, and green.
Hand grenades;
AN-M8HC White Smoke and M18 Colored
Smoke Grenades. These grenades are used for screening; to supplement
screening provided by artillery, mortars, smoke pots or generators; and to mark
locations or provide visual signals. Smoke grenades should be carried in or on
the pack and not on the LBE (load bearing equipment) you do not fight with
smoke grenades, and if you need one, 99 times out of 100, you will have time to
get it from your pack. Rap paper tape through the rings of grenades and then tape
the ring to the body of the grenade, making at least one rap around the entire
ring. The paper tape will tear for fast use, while cloth tape is more difficult
and plastic is too difficult. This also reduces noise, and covering the ring
hole prevents snagging. However, your finger can still rip threw to grasp the
ring for pulling. CS gas grenades are ideal for stopping or slowing down enemy
troops and dogs pursuing your team and are effective in damp and wet weather,
whereas CS powder will dissipate. WP grenades have a great psychological effect
against enemy troops and can be used for the same purpose as CS grenades. The
use of CS and WP at the same time will more than double their effectiveness.
Keep pilots informed as to the use of smoke and especially WP. They may mistake
them for marking rockets indicating an enemy position and attack you. Each team
should carry one thermite grenade for destruction of either friendly or enemy
equipment. M-34 WP/aka Thermite or incendiary hand grenade, the flame agent ignites
when exposed to air, attaches to skin, clothing and continues to burn including
the metal casing. Its smoke is not toxic but concentrated in small areas can
cause choking and suffocation, smoke grenades too. M34 WP often used to destroy
flammable objects, to drive the enemy from structures, or to create smoke
screens to conceal movement. CAUTION: The M34 has a 35m bursting radius. MK 33
aka concussion/stun/flash bang grenade 178 decimals four times as high as shot
gun. Concussion much greater than frag type. Very effective against troops in
enclosed areas this holds true for fragmentation grenades too. Over all MK 33
reduces over all casualties. Minimizes friendly WIA. Stun grenades produce less
smoke, fragmentation smoke is light black. MK3 A3 can be used for light
demolitions. The MK3A2 offensive hand grenade, commonly referred to as the
concussion grenade. The MK3A2 has an effective casualty radius
in open areas of 2 meters. In winter or at altitude self-propelled grenade
ranges maybe reduced due to slower burning of crimp charges and propellants.
Throwing range max 40 m, 10-20 m is common. When throwing during winter hands
most be completely dry, heavy mittens reduce range and accuracy. Vigorously
throw grenades into rooms or bunkers so they kareem about, denying the enemy an
opportunity to throw them back. In addition, at night grenades should only be
thrown into these areas. M67 Fragmentation when used with the M213 time fuse,
the grenade should be "cooked off" for two seconds to deny the enemy
time to throw it back. Use extreme caution when throwing in thick vegetation,
uphill or up stairs with upper windows brake glass first, always have cover
chosen before throwing. Exploding on floors made of wood will sprawl splinters
down to lower floors. (At night, throwing rocks at foe as rouse grenade ploy,
the third time you throw a real one). M-34 fragments 35 m from point of det.
For the M67 fragmentation grenade the effective kill zone five meter radius,
while the casualty-inducing radius is approximately fifteen meters. Explosives
6 oz. wt 14 oz. fuse 4 seconds. Shrapnel cannot penetrate books, bricks, cinder
blocks, doors, or sand bags. Causalities 100% within 2m, 75% within 4m, 50%
within 6 m, 25% within 10 m, 5-10 % 15
m, and less than 1% 20 m away. Over all less than 10 % of causalities are
KIA.WW11 grenades less effective.
Flash bang Grenade using
aluminum powder i.e. when it is exposed to air it burns. Same tech that is
behind FAE bombs.
Flame throwers have both physical and psychological effect. They do not require pin
point accuracy, but fire most not spread to structures needed by friendly
forces. “Blind angle burst” to exploit splattering effects of the thickened
fuel, without exposing gunner (i.e. ricocheting off walls around corners) also “traversing
burst” to cover large front. “Wet shot” unlit burst of fuel, lit by subsequent
shot. Effective for destroying vehicles, equipment, or troops in
basements/caves. Or to booby-trap an area. With a tank, fuel is allowed to seep
into crevasses, vision ports or gun ports before it is lit. Flame throwers
require no special back blast preparation. Operator most be provided cover
while being brought forward. The British were not much taken with the backpack
flamethrower, reasoning the operator was extremely vulnerable and had to fire
at particularly close range. A vehicle-mounted weapon offered the possibility
of much improved range and sustainability. Tank mounted systems had a range of
100 yards with a 60 second stream. Normally multi short bursts are used not a
long single stream. Korean era flamethrowers; range 45 yards, 10 second
continuous stream (fuel supply). Remote control vehicles can be equipment with
flame throwers. No concern for operator, Video images are less detailed and
there is no smell. Sound could be turned off too. Over all results less remorse
by operators. Flamethrowers first used in WW 1 by Germany than French. British
napalm fuel had greater range than gas liquid. M2A1-7 portable flame thrower
effective range 20-50 m. M202 and M202A1, Multishot Rocket Launcher (FLASH),
range for area fire out to 500 m. bunker aperture 50 m. Warhead a thicken flame
agent ignites when exposed to air. Minimum safe combat range 20 m. which is the
burst radius of warhead. Has a back blast which must be considered. Operator
must still be provided cover. Used to knock out bunkers or fortified positions
should be aimed directly at the aperture. Even if the round or burst misses,
enough of the flaming material will enter the position to cause casualties. In
Chechnya the Russians deployed RPO-A Shmel rocket-powered flamethrowers
with a ‘capsule’ warhead containing 4 liters of liquid that produced a flame 4
m wide by 40 m long. It was first employed during the Soviet Afghan War against
Mujahideen cave complexes, where it earned the ominous nickname, the
‘Devil’s Tube’ (IMO not tube but DICK). The 2.1 kg thermobaric warhead of the
rocket-powered flame has the equivalent power of a 122 mm shell.
The
Chechens were also very interested in capturing or obtaining any Shmel
thermobaric weapon system available. The
Shmel is a 93mm caliber Russian flamethrower that is 920mm long and weighs
12kg. It has a maximum range of 1,000
meters, a sighting maximum of 600 meters, and a minimum range of 20
meters. The Shmel strongly resembles the
U.S. Army’s light antitank weapon (LAW) of the 1970s. The Russian force, to explain extensive
damage to buildings in Grozny, stated that the Chechens had captured a boxcar
full of Shmel weapons and were now using them indiscriminately. The Shmel was
important because both sides realized a "heavy blast" direct-fire
weapon system was a must for urban warfare. They also could be used against
vehicles and fortified positions as a breaching device.
It was
also reported that the Chechens would fire a "fuga" into a window
before attacking. A "fuga" was an RPG-7 round with two 400-gram
pieces of trotyl explosives attached with adhesive tape. The Chechens also
attached napalm to antitank grenades, which would help damage the turret of the
target.
RPGs
could be used in the direct or indirect (that is, set up like a mortar) fire
mode and was effective against people, vehicles, or helicopters as area or
point weapons. Russia used the
flamethrower to drive snipers from their nests and clear buildings for the
initial entry of Russian forces.
Machine gun sections;
A four or five man team could
realistically transport a gun, tripod and some 1000 rounds, which would enable
the weapon to operate for a reasonable duration while further supplies were
brought up. Note 1 thousand rounds divided by six round burst equaled 166 burst
times three seconds between equals eight minutes of fire. The machine gun was
capable of high angle fire against targets beyond obstacles such as trees or
buildings, but such fire was largely speculative and judged wasteful of
ammunition. The strength of the weapon was that it could literally sweep
an area with automatic fire, completely dominating a whole expanse. MGs were
not naturally offensive weapons. To operate effectively they needed a fixed
position and access to a ready supply of ammunition. That largely limited their
use in the ideal fast moving infantry attack. The infantrymen themselves
represented something of a problem in that they placed a notable restriction on
the gunners’ field of fire. A two gun Section supporting the advance of a Rifle
Company in either V shape or arrowhead was faced with a peculiar problem. Once
the riflemen left the start line, at which the MGs were located, they would
quickly begin to obscure the field of fire. Unless the guns could be sited in
some elevated, and by definition vulnerable position, their fire would have to
be restricted to certain ‘lanes’ i.e. sectors. These would mark the
boundaries between the advancing Rifle Platoons, and would have to be kept
completely clear if the gunners were to operate. Such circumstances notably
compromised the effectiveness of the MGs. The solution was flanking fire. This harks back to the basic fire and movement
techniques
(Reference, Step #
2, leadership guidelines, Light Machine gun group and COE rule # 3.)
The Section would set up a
position to either the left or right of the Company it was detailed to support
for an attack. However, it was in the defensive that the MG truly came
into its own. A key principle in resisting an enemy assault was to keep his riflemen
at bay. That was precisely what the MG was designed for. When deployed as part
of a fixed line of defenses, the crews were relieved of the necessity to ‘shoot
around’ their own troops. They could then exploit the weapons ability to
saturate a whole area with automatic fire, making it impossible for any living
thing to move within this sector of fire. Such an area could extend for a depth
of 500 - 1000 meters and a breadth of several hundred. That a single gun team
of three or four men could accomplish this released at least a Squad to bolster
either the line or reserve. MGs operate best in pairs. In the defense, their
placement was such that any attempt to outflank one gun brought the assault
troops into view of its partner, and vice versa.
(Reference, Step #
2, leadership guidelines, Light Machine gun group and COE rule # 3.)
CIS Army lessons from Grozny
These include:
Culturally orient your forces
so you’re not your own worst enemy out of cultural ignorance. Once insulted or
mistreated, they became active fighters or supported the active fighters.
You need some way of sorting
out the combatants from the non-combatants. The days of uniforms and organized
units is over. The Russians were forced to resort to searching the pockets of
civilians for military equipment and used dogs for sniffing for gunpowder and
gun oil.
The psychological impact of
high intensity urban combat is so intense that you need a large reserve to
rotate units in and out of combat.
The Russians were surprised
and embarrassed at the degree to which the Chechens exploited the use of cell
phones, Motorola radios, improvised TV stations, light video cameras, and the
Internet to win the information war.
Russians faced lots of
snipers, these were dealt with massive fire power.
They found that boundaries
between units were tactical weak points, and horizontal boundaries, in some
cases, the Chechens held the third floor and above, while the Russians held the
first two floors and or roof. If a unit holding the second floor evacuated
parts of it without telling the unit on the ground floor, the Chechens would
move in and attack the ground floor unit through the ceiling. Often this
resulted in fratricide as the ground floor unit responded with uncontrolled
fire through all of the ceilings, including the ones below that section of the
building still occupied by Russians. Entire battles were fought through floors,
ceilings, and walls without visual contact.
Ambushes were common.
Sometimes having three tiers. Chechens would be underground, on the ground
floor, and on the roof. Each group had a different task in the ambush.
The most common response by
the Chechens to the Russian indirect and aerial firepower was hugging the
Russian unit. If that halted the support it became a man on man fight if they didn't
cease the supporting fires, the Russian units suffered just as much as the
Chechens, sometimes even more, and the morale effect was much worse on the
Russians.
Chechens weren't afraid of
tanks and BMPs. They assigned groups of RPG gunners to fire volleys at the lead
and trail vehicles. Once they were destroyed, the others were picked off
one-by-one. Chechens chose firing positions high enough or low enough to stay
out of the fields of fire of tank and BMP weapons.
Russian wounded and dead were
hung upside down in windows of defended Chechen positions. Russians had to
shoot at the bodies to engage the Chechens.
Russians were satisfied with
the combat performance of most of their Infantry weapons. T-72 tank was dead
meat -- too vulnerable, too awkward, not agile, no visibility, poor weapons
coverage at short ranges. They were replaced by smaller numbers of older tanks
and more self propelled artillery, more ADA weapons, and more BMPs. Precision
guided weapons and UAVs were very useful. There was some need for non-lethal
weapons, mostly riot gas and tranquilizer gas, not stuff like sticky foam. The
Russian equivalent of the M202 Flash flame projector and the Mk 19 grenade
launcher were very useful weapons. Ultimately, a strong combined arms team and
flexible command and control meant more than the individual weapons use.
Quotations from Timothy Thomas’ paper, Battle for Grozny: “Mobility was the key to success against the
slower and heavier Russian force… The
Chechen force exploited Russian disorientation by moving behind and parallel to
the Russian force once it entered the city… Chechens used civil defense as well
as underground sewage and water tunnels both to flank and to get into the rear
of military units… Female snipers were
rumored to be fighting for the Chechens…
The Chechens fought in a non-traditional way, with rapid mobile units
instead of fixed defenses. One key
lesson was the importance of the sniper and the RPG gunner, or a combination of
the two. For example, snipers were
employed to draw fire from a Russian force, and then a Chechen ambush position
overlooking the activities of the sniper would open fire on the Russian column
fighting the sniper. Additionally,
forces could operate successfully in an independent mode.”
However, I can say very briefly that the snipers pin down the supporting
infantry while the vehicles are engaged with missiles. Also, anti-tank gunners
must signal snipers (with flares or smoke) when they disable a vehicle. The
snipers should use dice to determine which quadrant around the vehicle to snipe
from to avoid bunching up. The Mongol technique of having horse archers attack
and then retreat, staying just ahead of their pursuers while turning to fire
over their shoulders, all the while drawing them into an ambush set by
concealed lancers, can be duplicated in modern times with motorcycle-mounted
snipers in the role of the horse archers and anti-tank gunners in the role of
the lancers.
HRT hostage rescue tactics; research this subject.
Taliban infantry tactics
Why don’t Taliban use pistols
i.e. where are the Jessie James of Afghanistan?
Have the Taliban used the
D.C. sniper tactic of Mobil/vehicle shooting platforms?
They are extremely
disciplined with all weapons and only engaged targets who were within the
effective ranges. Firing their AKs on single shot. Machineguns fired in bursts
to conserve ammunition.
This is a dedicated enemy
that is not easily frightened: Ineffective suppression is absolutely
ineffective. The enemy is not scared by noise. During the fight we observed a
fighter calmly aim an RPG while 50 cal rounds were kicking up within a meter of
his position. Typically crew served weapons do not dislodge enemy fighters the
enemy is unnerved by HE 40mm HE, mortars, and CAS.
Taliban verses Iraqi’s
Marines
say the heavy armor added for protection in Iraq is too rough on the vehicles'
transmissions in Afghanistan's much hillier terrain, and the vehicles
frequently break down.
The
Marines have found other differences:
In
Iraq, American forces could win over remote farmlands by swaying urban centers.
In Afghanistan, there's little connection between the farmlands and the mudhut
villages that pass for towns.
In
Iraq, armored vehicles could travel on both the roads and the desert. Here, the
paved roads are mostly for outsiders -- travelers, truckers and foreign troops.
To reach the populace, American forces must find unmapped caravan routes that
run through treacherous terrain.
In
Iraq, a half-hour firefight was considered a long engagement; here, Marines
have fought battles that have lasted as long as eight hours.
When
the Taliban does take on the Marines, it's a different kind of fight, Marines
said.
For
one, the Taliban will wait until they're ready, not just when an opportunity
appears. They will clear the area of women and children. And when the attack
comes, it's often a full-scale attack, said one Marine captain and Iraq veteran
who asked not to be identified because he wasn't sure he was allowed to discuss
tactics.
Afghans
"are willing to fight to the death. They recover their wounded, just like
we do," said the captain. "When I am fighting here, I am fighting a
professional army. If direct fighting does not work, they will go to an IED.
... To fight them, you are pulling every play out of the playbook."
Taliban normally utilize RPGs on mounted forces and small arms on
dismounted troops. Often engaged the dismounted at 150 m, vehicles at 200-300m
with RPGs and PK MGs, They would suppress the turret gunner with PKs and use
volleys of RPGs on the vehicle fronts to start fires, not the troop
compartments then wait for the dismount. Outside 300m attacks were with rockets
and mortars. They focused fire on heavy weapons or radios.
They have maneuvered on platoons but generally preferred to keep the
platoon at a distance and maneuver about the battlefield in defilade i.e.
irrigation ditches (karez irrigation ditches) to attack the flanks. These
ditches ranged from four to seven feet deep and made any frontal attacks very
difficult. They well fight to the death when fixed by fires. The platoon has
had great success using vehicles to deceive the enemy into expecting a mounted
attack from one direction while attacking them from another direction with
dismounted forces.
First the terrain often presented poor off road traffic ability. Use dismounted infantry or air
assault. The mujahideen learned to take out command vehicles early in the
battle. Command vehicles were always distinguished by extra antennae, and may
often come to a stop first and maneuver in a different manner than the rest of
a patrol.
The Mujahideen formed special armored-vehicle hunter-killer teams where
50 to 80% of the personnel were armed with RPG-7s. This could be up to 15 RPGs.
When there weren't mortars available, these groups also used their RPG-7s as a
form of pseudo-artillery and conducted RPG preparation fires. The Soviets tried
to stay at least 300 meters away from the Mujahideen--out of AK-47 and RPG- 7
moving target range.
The Mujahideen did vary ambush positions in the same ambush site. Their
primary concern was to hit the column where it was the weakest ‐ usually in the
middle or rear ‐ unless the
purpose was to bottle up the column.
Mujahideen received airline meals in the field.
Airstrip ? looked like a bandaid was used to fix wires to rocket casing
for firing.
Deciding where to ambush a long convoy is usually driven by geography,
intent and escape routes. If the terrain at the ambush site is very
constricted, the guerrilla may want to attack the head of the convoy and block
the route with a combination of a road block and burning vehicles.
The Soviet surrendered the initiative in movement control to the
Mujahideen and never regained it. Consequently most of the Soviet actions in
the area were reactive. In a guerrilla war, the loss of the initiative becomes
decisive in the outcome of the tactical combat. What mostly contributed to
Mujahideen success in inflicting heavy losses on the enemy was their elaborate
planning, secrecy in movement and coordinated action. This became possible
through detailed information about the enemy including the size, direction of
movement and estimated time of arrival of the enemy convoy to ambush site.
Russian tank barrels were incapable of dealing with hunter-killer teams
fighting from basements and second or third-story positions.
The Russians attached ZSU 23-4 and 2S6 track-mounted antiaircraft guns
to armored columns to respond to these difficult-to-engage hunter-killer teams.
When the Soviets moved through heavy vegetation in Afghanistan, they
would sometimes walk a wall of high-explosive fragmentation rounds in front of
the vehicles to keep the RPG gunners at bay--or at least to ruin their aim.
This is an expensive option in terms of artillery or mortar rounds, but it does
work.
When practical, the best way to protect ground vehicles from the RPG is
to put infantry well forward of the vehicles to find and destroy the RPG
gunners. Combat vehicles should stay out of urban areas or areas dominated by
overwatching terrain and tall trees until the infantry has cleared and posted
the area. Moving under smoke or at night also helps. Convoys should have a
security escort, smoke laying capability and helicopter coverage. All vehicle
drivers should have several smoke grenades.
The Soviet's five divisions, four separate brigades and four separate
regiments, and smaller support units of the 40th Army. Soviet strength varied
from 90-104,000 troops.
The guerrilla mastery of the roads strangled the Soviet efforts. Soviet
equipment losses included 118 jets, 333 helicopters, 147 tanks, 1314 armored
personnel carriers, 433 artillery pieces or mortars, 1138 communications or CP
vehicles, 510 engineering vehicles and 11,369 trucks. Many of these losses were
on the highways, and a key loss was the large amount of cargo carrying trucks.
Soviet dead and missing in Afghanistan amounted to almost 15,000
troops, a modest percent of the 642,000 Soviets who served during the ten‐year
war. And the dead tell no tales at home. Far more telling were the 469,685
casualties, fully 73 percent of the overall force, who ultimately returned home
to the Soviet Union. Even more appalling were the numbers of troops who fell
victim to disease (415,932), of which 115,308 suffered from infectious
hepatitis and 31,080 from typhoid fever. Beyond the sheer magnitude of these
numbers is what these figures say about Soviet military hygiene and the
conditions surrounding troop life.
Approximately 620,000 Soviets served in Afghanistan. Of these, 525,000
were in the Soviet Armed Forces while another 90,000 were in the KGB and 5,000
were in the MVD. The Soviets invested much national treasure and lost 13,833
killed. Of their 469,685 sick and wounded, 10,751 became invalids.
Soviets refered to the Muj. As (Doosh-manh). Muj. Called the
Kalashnikovs (Khali-kovs or Alah-kovs).
Mechanized forces usually fight effectively only when dismounted and
when using their carriers for support or as a maneuver reserve. Ample engineer
troops are essential for both sides.
The Soviet Ground Forces developed the bronegruppa concept to use the
firepower of the personnel carriers in an independent reserve once the
motorized rifle soldiers had dismounted. It was a bold step, for commanders of
mechanized forces dislike separating their dismounted infantry from their
carriers. However, terrain often dictated that the BMPs, BMDs and BTRs could
not follow or support their squads. [The bronegruppa is a temporary grouping of
four-five tanks, BMPs or BTRs or any combination of such vehicles. The BMPs
(tracked combat vehicles) or BTRs (wheeled combat vehicles) are deployed
without their normally assigned infantry squad on board and fight away from
their dismounted troops. The grouping has a significant direct fire capability
and serves as a maneuver reserve.] The bronegruppa concept gave the commander a
potent, maneuverable reserve which could attack independently on the flanks,
block expected enemy routes of withdrawal, serve as a mobile fire platform to
reinforce elements in contact, serve as a battle taxi to pick up forces (which
had infiltrated or air landed earlier and had finished their mission), perform
patrols, serve in an economy of force role in both the offense and defense, and
provide convoy escort and security functions. APC gun turnets lacked elevation
to engage Muj. On steep cliffs along roads.
In general, the Soviet ground soldier remained tied to his personnel
carrier and to the equipment which was designed to be carried by that personnel
carrier. Consequently, the standard flak jacket weighed 16 kilograms (35
pounds). This was acceptable when dismounting a carrier and assaulting for less
than a kilometer. However, a dismounted advance of three kilometers in flak
jackets would stall due to troop exhaustion.
Armored vehicles were restricted to the roads and valley floors.
Without the ton or more of added armor, American hummer vehicles can
speed across bad roads, or open terrain. But the weight of armor makes the
hummer more difficult to maneuver cross country, or on bad roads, and requires
driving at slower speeds to avoid damage to the suspension or other mechanical
components. The Taliban prefer unarmored pick-up trucks or SUVs, which can
quickly get away from the lumbering American vehicles.
If the Taliban take off on foot, they are also faster and more agile,
because they are not carrying 30 or more pounds of body armor (vest and
helmet). If the chase is close, the Taliban will drop most of what they are
carrying (except their weapon) in order to get away.
The Afghans also fight differently than the Iraqis. For one thing, the
Afghans are not as suicidal, and plan more carefully. The Iraqis favored the
ambush, using fewer than a dozen people and a roadside bomb. The Iraqis were
also enthusiastic about suicide bombers and using civilians as human shields.
The Afghans prefer large scale attacks, carefully planned, and away from
civilians.
But the Afghans will not shoot and run, like the Iraqis. The Afghans
will shoot it out for hours, trying to drag out the battle until nightfall
(when they have a better chance of sneaking away, in spate of U.S. night vision
equipment.)
The Afghans are clever in that they will observe an American unit for
days, weeks, or months, trying to find a weakness they can exploit. You cannot
afford to get sloppy around the Afghans, because if they catch that lapse, they
will exploit your mistake.
RPGs tactics
Firing RPG from prone laying
perpendicular.
IMO RPGs being used as anti
little human tank tactic, solider mentioning how he could not roll back over in
a trench etc after he had fallen down. IMO way to much gear.
The Soviet Army assigned one RPG-7 per motorized rifle squad. Forces
involved in regional conflicts tend to add more RPGs to their organizations. In
the Iran-Iraq War, the Iranian 11-man squad had two RPG-7 gunners. In the
Soviet-Afghan War, the Mujahideen averaged one RPG for every 10-12 combatants
in 1983-1985 by 1987, two RPG-7s for every 10-12 combatants.
The Spetsnaz were not authorized RPG-7s in their TO&Es. Instead,
they were issued RPG-16s or RPG-22s. The RPG-16s and RPG-22s lacked the range and
punch of the RPG-7, so Spetsnaz used captured Chinese and Pakistani RPG-7s.
They preferred these RPGs to the Soviet model since they are lighter, and have
a folding bipod and a carrying handle.
The antitank round has a lethal bursting radius of 4 meters.
The Mujahideen learned that the best way to destroy a vehicle was to
engage it with two or three RPGs simultaneously from a range of 20-50 meters.
The chances of hitting the target with a lethal shot are greatly increased by
firing a number of shots at close range. Further, the vehicle has fewer counter
options. Rpg gunner’s operated with an infantry i.e. assistant crewman, and
changed positions after every shot.
The current RPG 7 weighs about 17 pounds, with most grenades weighing
five pounds each.
The real damage from RPG fire was the fragments from the exploding
grenades. Even the anti-tank round (the most common fired by the RPG) would
throw out wounding fragments for 10-15 feet. These rarely killed, but troops
were often wounded
Most RPG anti-tank rounds can penetrate 12-20 inches of ordinary armor.
Without much practice, a user can hit a vehicle sized target most of
the time at ranges of 50-100 meters. As an operator fires more rounds, he
becomes capable of hitting stationary targets at up to 500 meters, and moving
targets at 300 meters. It's this last skill that has made the RPG dangerous
against helicopters.
Irregulars also like using the RPG as a form of artillery. Get a bunch
of RPGs firing at the same area say, a kilometer away, and you will do some
damage to any people walking around. The rather more rare (and expensive)
anti-personnel RPG rockets will spew out fragments up to 30 feet or more.
The RPG launcher costs anywhere from $100-$500 (lots of second hand
stuff out there.) The most common RPG ammo is the anti-tank rocket and these go
for $50-100 each.
Actually, many troops have expressed an interest in just getting the
RPG, which has a larger (6 pound) warhead, and is a lot cheaper (the RPG
launcher goes for about $500 each, brand new, and the more advanced rockets can
be had for under a hundred dollars each).
The RPG-29 is the most common recent development of the RPG line. It
entered production just before the Soviet Union collapsed in 1991. It is
available through legitimate, or black market, arms dealers and is more
expensive than the RPG-7 (which is manufactured by many countries.) RPG-29
launchers cost over $500 each, and the rockets go for about $300 each.
With a ten pound launcher firing a 14.7 pound 105mm rocket, the RPG-29
warhead is designed to get past some forms of reactive armor (ERA). The larger
weapon (3.3 feet long when carried out, six feet long when ready to fire and 65
percent heavier than the 85mm RPG-7) is more difficult to carry around and
fire, but has an effective range of 500 meters. The warhead can also penetrate
five feet of reinforced concrete.
Soviet equipment
losses included 118 jets, 333 helicopters, 147 tanks, 1314 armored
personnel carriers, 433 artillery pieces or mortars, 1138 communications or CP
vehicles, 510 engineering vehicles and 11,369 trucks. Many of these losses were
on the highways, and a key loss was the large amount of cargo‐carrying
trucks.
Soviet strength varied from 90‐104,000 troops. The Soviet's five
divisions, four separate brigades and four separate regiments, and smaller
support units of the 40th Army.
However, terrain often dictated that the BMPs (tracked), BMDs and BTRs
(wheeled) could not follow or support their squads. BTKs?
Forces were up‐gunned with
extra machine guns, AGS‐17 and mortars.
[The bronegruppa is a temporary grouping of four‐five tanks,
BMPs or BTRs‐or any
combination of such vehicles. The BMPs (tracked combat vehicles) or BTRs
(wheeled combat vehicles) are deployed without their normally assigned infantry
squad on board and fight away from their dismounted troops. The grouping has a
significant direct‐fire capability
and serves as a maneuver reserve.]
The bronegruppa concept gave the commander a potent, maneuverable
reserve which could attack independently on the flanks, block expected enemy
routes of withdrawal, serve as a mobile fire platform to reinforce elements in
contact, serve as a battle taxi to pick‐up forces (which had infiltrated or air‐landed earlier
and had finished their mission), perform patrols, serve in an economy‐of‐force role in
both the offense and defense, and provide convoy escort and security functions.
The soldier was never supposed to be more than 200 meters from his
carrier. Consequently, the standard flak jacket weighed 16 kilograms (35
pounds). This was acceptable when dismounting a carrier and assaulting for less
than a kilometer. However, a dismounted advance of three kilometers in flak
jackets would stall due to troop exhaustion.
Senior leaders may find invaluable insights into the dangers and
opportunities tactical units under their command may face in limited wars.
Above all, the lessons in this book should help small unit leaders understand
the need for security, deception, patrols, light and litter discipline,
caution, vigilance, and the ability to seize the initiative in responding to
unpredictable enemy actions and ambushes.
Soviet dead and missing in Afghanistan amounted to almost 15,000
troops, a modest percent of the 642,000 Soviets who served during the ten‐year war. And
the dead tell no tales at home. Far more telling were the 469,685 casualties,
fully 73 percent of the overall force, who ultimately returned home to the
Soviet Union. Even more appalling were the numbers of troops who fell victim to
disease (415,932), of which 115,308 suffered from infectious hepatitis and
31,080 from typhoid fever. Beyond the sheer magnitude of these numbers is what
these figures say about Soviet military hygiene and the conditions surrounding
troop life.
Units us corps x two divisions 1 armor cavalry regular and sup units.
USSR army time four division and sup units each division of US and USSR time
12-16 Bn
ww11 average west division 10 AFV per 1k troop today 100 per 1k troops.
OEF Gazette Oct. 2010
The Taliban leaders quickly learned through spotters that the platoon
had left the FOB, and they monitored the platoon’s route via additional
spotters. Several leaders were to meet in the village that day, and as a
result, over 100 insurgents were in the village.
During an ambush the Taliban were expecting the large irrigation canal
west of the road to prevent vehicles from moving in their direction. They were
surprised to see the tanks cross the 7-foot gap, followed by the infantry.
Tanks fire control system can provide accurate target location information
for rapid cueing of other weapons systems, with the provision of 10 digit plus
elevation coordinates for GPS guided munitions.
Scanning their sector with the tanks thermal sights, the section of
M1A1s indentified the mortar firing point just after the first rounds impacted
at a range of 3900 meters.
For counter mobility and mobility operations, every tank platoon will
have one track-width mine plow and one dozer blade. There are also plans to fit
tanks with mine rollers, giving every tank platoon and tank company mobility
support.
Leopard 2 tanks have proven extremely capable of operating in areas
where wheeled vehicles could not travel and have made it far more difficult for
the Taliban to predict likely avenues of approach for friendly coalition
forces. Taliban fighters seem reluctant to attack targets that had attached
tank escort.
The latest rounds M1028 Canister round 1100 tungsten steel balls or the
multipurpose high explosive MPHE round with air burst fuse settings can engage
targets accurately out to 4000 meters.
A Marine tank company deploying to Afghanistan would be less than 100
Marines but would be equipped with 14 M1A! tanks and 2 M88A2 Hercules tank
retrievers.
Characteristics of military operations in cold
climates and or mountains (MT):
Mountains are generally classified as low (600 to 1500 meters), medium
(from 1500 to 3500 meters) and high-altitude (above 3600 meters). Siachin Glacier has the distinction of
being the world's highest battlefield at 19K’. The Indian and Pakistani armies
facing each other on this battlefield have been credited as being the foremost
experts of high-altitude warfare. Casualties 80 % have been directly related to
either cold or high altitude.
Five categories of altitude; Low altitude sea level to 5K’. Here,
arterial blood oxygen saturation is 96 %. Moderate
altitude from 5K to 8K’. No special
conditioning or acclimatization require. Arterial blood oxygen saturation 92 %.
High altitude extends from 8K to
14K’, arterial blood oxygen saturation ranges from 80-92 %. Altitude illness is
common. Very high altitude from 14K
to 18K’, altitude illness is the rule. Areas above 18K’ are considered Extreme altitudes. Altitude effects on
available oxygen in air, at 100 meters or 328’ there is 99% as much oxygen
available compared to sea level, 1000 m or 3280’ = 89%, 1500 m or 7921’ = 84%,
2000 m or 6561’ = 79%, 3000 m = 70%, 4000 m = 62%, 5000 m = 54%.
High altitudes are characterized by extreme cold, strong winds, thin
air, intense solar and ultraviolet radiation, heavy fogs, deep snow, rapidly
changing weather, including thunderstorms and blizzards the later can cut off
outside contact for a week or longer. Avalanches and rockslides are not
uncommon. Although jungle or forest may hug the mountain base, trees do not
grow past 10K to 11,500 ft. depending on the latitude.
(Reference, Step #
3 concept of operations; Part B)
Medical concerns;
Acute altitude sickness (AMS) can occur at altitudes
higher than 2,500 to 3,000 meters, which is lower than Pikes Peak. Disappearance
of the symptoms of AMS (from four to seven days) does not indicate complete
acclimatization. The incidence and severity of AMS symptoms vary with initial
altitude, the rate of ascent, and the level of exertion and individual
susceptibility. Athletes are no less likely to experience AMS than sedentary
individuals. Some people just can’t adapt readily to high altitude.
Occasionally Marines who originate from below 18k’ may suddenly lose adaptation
know as chronic MT. sickness. Marines
can also fall victim to High-altitude pulmonary edema (HAPE), or high-altitude
cerebral edema (HACE).
(Reference,
acclimatizing hypoxia hypoxemia)
Rules to avoid dying form altitude sickness;
Learn the early symptoms and be willing to recognize
when you have them. Keep in mind your Judgment and thus self-evaluation well
become impaired. The diagnosis of altitude sickness requires a high index of
suspicion. Be advised: "If you are not doing well at altitude, its
altitude illness until proven otherwise." Some of the behavioral effects
are the same as a person who is intoxicated; irregular breathing, rapid hart
beat, shortness of breath, slurred speech, headaches, loss of appetite, nausea,
vomiting and loss of balance i.e. can’t walk a straight line. Decreased
vigilance or concentration and memory. Increased errors in performing i.e.
simple mental tasks. Increased lethargy or irritability, depression. Severe
fatigue, sleep disturbances i.e. sleeplessness. Virtually all people who sleep
above 10K ft. have an alteration in the control of their breathing during
sleep. The result is a form of periodic breathing in which increasingly deep
breaths are followed by a brief (5-30 second) period of apnea. The cycle then
repeats itself. If the apnea episode is prolonged, the person may awaken
suddenly with a profound sense of dyspnea. Awakening suddenly in a tent at high
altitude feeling that one can’t breathe can be a frightening experience, and is
often mistaken for the onset of HAPE. An immediate improvement upon awakening
usually means that pulmonary edema is not present. Nocturnal awakening with
dyspnea has triggered panic attacks. If periodic breathing at altitude is
disturbing to the Marine, medics may prescribe 125mg of acetazolamide before
bed. Also for AMS acetazolamide and dexamethosone, but only under medical
supervision. Indigenous populations at high altitude often use narcotics, such
as coca or hashish, to help manage the pain and stress of high altitude. Other
treatments include evacuating to a lower altitude (a descent of at least 1,000
ft. for at least 24 hrs). Never ascend to sleep at a higher altitude with any
symptoms of altitude sickness. Descend if your symptoms are getting worse while
resting at the same altitude.
Acclimatization
to altitude;
Deployments in
mountains requires acclimatization before undertaking operations. Immediately
upon arrival at high elevations, only minimal physical work can be performed
because of physiological changes. Vigorous activity during ascent or within the
first 24 hrs after ascent will increase both the incidence and severity of AMS
symptoms. Acclimatization to height varies much more among individuals than
that for heat. Some people adjust very easily others cannot get above 10K ft.
The process of adjustment continues for weeks or months. Both acclimatization
and the onset of altitude sickness take time, generally from 6-48 hrs to occur.
So, visiting a high altitude for a few hours will not necessarily predict what
will happen once one spends the night at that altitude. No reliable screening
methods exist to determine who will be a good acclimatizer or not. History is
best indicator. The ease with which someone can acclimatize is fairly
consistent from trip to trip. For example, someone who dose well on a ski
patrol at 10K ft. will not necessary do well if he or she flies to 10K ft. and
spends the night. However, someone who has flown to 10K ft. in the past and
done well will likely do well the next time. Someone who flew to 10K ft. and
woke up with a headache the next day will probably have the same result the
next time, and maybe a candidate for acetazolamide prophylaxis (see medic for
medication advice). Acclimatization seems to have lots to due with genetics. Indigenous
people can adjust to living at 18k’ for long periods of time and can make short
visits to 28k’ with out sickness. These physiological changes i.e.
adaptations are pronounced among mountain people who have lived in cold, high
altitudes for generations. Compared to lowlanders, their bodies are short,
squat, stocky, and barrel-chested, and their hands and feet are stubby. Their
hearts are bigger and slower beating and their capillaries are wider. Their
bodies contain 20 % more red blood cells (and hemoglobin in the blood) than
lowlanders' do and these red blood cells are larger. The alveoli in their lungs
are more open for oxygen absorption. Many develop a fatty epithelial pouch
around the eyes to counteract cataract and snow blindness. They also consider
20/15 vision the bench mark for best vision where 20/20 is considered best
vision in a modern western orientated population were much less time is spent
out doors, exercising eye muscles.
The altitude at which complete acclimatization
is possible is not a set point but for most (with proper ascent, nutrition and
physical activity) it is about 14K ft. Despite all training
and efforts, acclimatization is not possible at heights over 18K ft. (5418
meters) in fact attempts to acclimatize beyond 17K ft. results in a degradation
of the body greater than the benefits gained. Thus exposure at these heights
must be limited and closely supervised i.e. Marines at high altitudes need to
be rotated out every 10 to 14 days. The indigenous populations can out-perform
even the most acclimatized and physically fit Marine. The expectation that
freshly deployed, unacclimatized troops can go immediately into action is
unrealistic. Troops can acclimatize by appropriate staging techniques. Exposure
should be conducted at progressively higher altitudes, starting at about 8K’
and ending at 14K’(no more than an additional 300 meters per day above
3,000 meters) is also a general rule. The Indian army acclimates its troops
over a 14-day schedule with increases in altitude at 6 days, 4 days and then
another 4 days.
Other
rules of thumb to consider; if the change in elevation is large
and abrupt AMS may begin at 8K ft. 10 to 20 % who ascend rapidly (in less than
24 hours) to altitudes up to 6K ft. Non-acclimatized can lose up to 50 % of
their normal physical efficiency. Rapid ascent to elevations of 10K’ causes
mild symptoms in 50 %, 12K’ to 14K’ will result in moderate symptoms in over 75
% and 12 to 18 % may have severe symptoms. Rapid ascent to 17,500’ causes
severe, incapacitating symptoms in almost all individuals. Understanding
acclimatization with a concept known as the "acclimatization line." A unit’s Marines standing at sea
level would each have a hypothetical line of around 9K ft. below which they
will feel fine, and above which they would experience symptoms of altitude
illness. The height of this acclimatization line would vary genetically with
each Marine. If a Marine ascends to altitude, but stays below the
acclimatization line, there will be no symptoms, and the process of
acclimatization can take place. After a night at 9K ft. one’s acclimatization
line will rise, perhaps to 11K ft. If one moves up the next day to 11,300 ft.
one would remain asymptomatic and continue to acclimatize. However, if the
Marine moves up to 11,800 ft. symptoms of AMS would ensue. It appears that if
one’s symptoms begin to occur very near to the acclimatization line, the body
can continue to adjust, and a day’s rest at the same height will result in
resolution of symptoms. If the symptoms at 11,800 ft. are ignored however, and
the Marine moves up another 1500 ft. or so, the symptoms will continue to
worsen and further adaptation will not take place. It is then necessary to get
below the point where the symptoms began in order to start seeing improvement.
This last point illustrates why it is so dangerous to ascend with any symptoms
of altitude illness.
Acclimatization to temperatures;
Recognition of heat illnesses at higher altitudes may
not be as apparent as at lower altitudes, because sweat evaporates very
quickly. Measures to avoid dehydration and salt loss are extremely
important. The risk of sunburn, particularly to the uncovered face, is greater
in mountains than on the desert floor due to thinner atmosphere. Troops who
have been sweating heavily before the temperature starts to drop, should take
their wet shirts off and place them over relatively dry shirts and sweaters.
This may have to be leader supervised and disciplined in the same manner as
water consumption. Daily temperature variations make layering of clothing
essential.
Basic
Principles of Keeping Warm
Remember C-O-L-D to keep warm in winter.
Keep clothing Clean.
Avoid Overheating.
Wear Clothing Loose and in Layers.
Keep clothing Dry
Heat
Production
The body's three main physiological means for producing
heat are metabolism, exercise, and shivering.
Metabolism;
Biochemical reactions which keep us alive produce heat as a by-product. Our
basal metabolic rate is a constant internal furnace. When we are exposed to
cold, for long periods, metabolism by itself does not produce enough heat to
satisfy our body's entire heat requirements.
Exercise;
muscles, which make up 50 % of our body weight, produce most of our heat during
work. Short bursts of vigorous, physical effort generate heat. Moderate levels
of exercise can be sustained for longer periods, there are limitations,
however. Physical conditioning, strength, stamina, and fuel in the form of food
and water are necessary to sustain activity.
Shivering;
is a random, quivering of our muscles. It produces heat at a rate five times
greater than our basal metabolic rate. It is our first defense against cold.
Shivering occurs when temperature receptors in the skin and brain sense a
decrease in body temperature and trigger the shivering response. As with work
and exercise, the price of shivering is fuel. How long and how effectively we
shiver is limited by the amount of carbohydrates stored in muscles and by the
amount of water and oxygen available.
Heat
Loss; There are five mechanisms by which our bodies lose
heat. Note recall RRCCE pronounced R-see.
Respiration
cools the body. As a Marine breathes in cold dry air, it is warmed and
humidified in the lungs. As it is exhaled, as much as 25 percent of the body's
heat can be lost. Placing a wool scarf or mask over the mouth and nose warms
inhaled air and assists in keeping the body warm. NOTE A/c breather to cool the
body?
Radiation
is the emission of heat energy in the form of particles or waves. Energy is
emitted by one body, transmitted through an intervening medium, and absorbed by
another body. Infrared, or heat radiation, is transferred from a relatively hot
to a relatively cold object. In winter, we lose heat to the environment through
radiation. We receive radiative heat from the sun, fires, and reflections off
snow, water or light-colored rocks.
When exposed to the environment, the skin serves as a
radiator. Unlike the rest of the body, the blood vessels in the head (feet and
hands?) do not constrict and reduce the blood supply flowing to the scalp. The
head is, therefore, an excellent radiator of heat, eliminating from 35 to 50 %
of our total heat production. In cold weather operations, dry insulation,
especially on the head, is essential in minimizing heat loss. Hence the primary
means of heat loss is through the skin.
Conduction;
is the transfer of heat through direct contact between a relatively hot and a
relatively cold object. Heat moves from the warmer to the colder object. We
lose heat when we lie on snow, ice, and cold or wet frozen ground or sit or
lean against floors and bulkheads in unheated interiors of vehicles. (Bird chicken bones and feathers to cool the
body)
Convection;
is the transfer of heat by the circulation or movement of relatively colder
ambient environment (air or water) around the body.
Evaporation;
is heat loss in the form of vapor. Heat is necessary for
the evaporation of perspiration from the skin's surface. Evaporative heat loss
accounts for 20 % of the body's normal total heat loss. When we become
overheated through physical exertion, evaporation becomes our major mechanism
for heat loss. Sweating accounts for roughly two thirds of our evaporative heat
loss; the remaining one third is lost through breathing.
Note on dehydration;
the tissues in the lungs are wet and warm. They have to be in order to work. No
liquid there, no breathing. It's as simple as that. Cold air can still hold
moisture, but not a whole lot. The amount of water vapor that can be held in
the air decreases with temperature decrease. That means when you take a parcel
of air and warm it up, it's capacity to hold moisture increases. It actually
doubles for every 10 degree Celsius increase in temperature. The Relative
Humidity greatly affects the rate of evaporation. Relative Humidity is defined
as "The amount of water vapor an air mass can hold compared to the amount
of water vapor it is currently holding." So a relative humidity of 80%
means the air is holding 80% of the water that it can hold. Let's now look at what
happens to the cold outside air as it enters the lungs. When you breathe in
cold air, its capacity to hold moisture increases dramatically as it warms up.
Air that went in at a relative humidity of 80% at freezing may now have a RH of
10% which means it can now hold 70% more water than when it came in to the
lungs. The air draws the water out of your lung tissue like it or not. This
dries out the inside of your lungs and your body replaces the moisture as fast
as it can. This means you now have to drink more water to keep up with the
loss. It is way too easy to dehydrate in the winter. Co-incidentally, when you
breathe out again, the air cools off and looses its ability to hold moisture,
reaches 100% RH and forms a cloud.
Eating snow to replace the water lost by breathing and
working can be dangerous. When the snow melts in your mouth, it cools off the
body. Ever eat ice cream to cool off on a hot day? Same thing happens in the
winter. If you're shivering, (first stage of hypothermia) eating snow will cool
you off even more and make the situation worse. However, if you're starting to
overheat, by all means, go ahead and eat clean snow. It will cool you off and
solve the pesky overheating problem.
Other
medical concerns;
UV eye protective goggles should be used when the sun is
shining through fog or clouds; a bright, cloudy day is deceptive and can be as
dangerous to the eyes as a day of brilliant sunshine. The sunglasses are worn
to shade the eyes from the rays of the sun that are reflected by the snow. Snow
blindness is similar to sunburn, in that a deep burn may be received before
discomfort is felt. To prevent snow blindness, sunglasses must be used from the
start of exposure. Waiting for the appearance of discomfort is too late. The
condition heals in a few days without permanent damage once unprotected
exposure to sunlight is stopped. The risk of snow blindness is increased at
high altitudes because the clear air allows more sunlight to penetrate the
atmosphere. If sunglasses are lost or broken, a substitute can be improvised by
cutting thin (IMO 1/16 inch) by 3 cm (l") long slits through a scrap of
wood or cardboard approximately 15 cm (6") long and 3 cm (1") wide.
(This works because the suns rays are vertical vs. horizontal slit of Eskimo
goggles).
Everyone well experience an impairment of night vision
and constriction in peripheral vision (up to 30 % at 6K’). Personnel who have
had radial keratotomy corrective eye surgery should not go to high altitudes
because their vision may permanently cloud.
Superficial bullet and shrapnel wounds can quickly turn
fatal at altitude. Soviet experience in the mountains of Afghanistan proved
that 13 to 15 men might be involved in carrying one patient. Exertion at
altitude is difficult and the stretcher party has to provide its own security
as well. Patients cannot be effectively treated at altitude, but have to be
evacuated to lower altitudes to survive.
General Cold weather combat tips
Continuing mainly along the
lines of Mountain and Cold weather warfare. Employment of the local population
is most advantageous. Units will make more use of local populations, for
intelligence about terrain and weather. Aircraft well be used more for weather,
recon, and messages. Aerial photos oblique as well as vertical must be studied.
In winter, short hours of daylight, fog, snowfall, blizzards, whiteouts, and
drifting snow, especially above tree line, drastically limit visibility. At
times, an overcast sky and snow-covered terrain create a phenomenon called flat
light, which makes recognition of irregularities in the terrain extremely
difficult. Heavy snow can change topography making rally points difficult to
recognize, shadows and dark objects appear darker than usual. Snow and ice on
crest blasted by the winds will be sculptured into odd- shaped drifts. It is
relatively easier to conceal troops in barren mountains than on the desert
floor due to rugged ground, deep shadows (especially at dawn and dusk), and the
difficulties an observer encounters when establishing perspective.
(Sinai) With barren mountains, the normal type camouflage net, which breaks up
outline by shadow, maybe used rather than the overall cover normally used in
the desert. NOTE one Marine moving out from under netting carrying tether rope
for extension netting. Rope shot out in front of patrol over a tree branch or
some anchor to secure rope to be used to string netting across route. Carefully
placed rocks can be used to hide equipment, however rocks well chip and
splinter under small arms fire.
Keep in mind Marines must be
in peak physical condition. And will require additional stimuli and energy.
Calorie intake of up to 6K calories per day. Short, wiry Marines are preferred
to tall, muscular Marines. Those selected should have above-average intelligence
to allow them to more-readily adapt to the trying terrain. Even the physically
fit Marine experiences physiological and psychological degradation when at high
elevations. During the first few days at high altitude, leaders have extreme
difficulty in maintaining a coordinated unit.
Air transportation may be
limited by scarcity of landing sites. Marines delivered by helicopters are less
fatigued for fighting. Helicopters are inhibited by altitude and rugged
terrain. Payloads and endurance are degraded due to thin air at attitude. Winds
are turbulent with considerable fluctuations in air flow strength and
direction, particularly on the lee side of mountains. These winds, combined
with the terrain, produce extra strain on crews as they have little margin for error.
Air assaults from 8K-10K ft. are best conducted by the CH-47. Helicopters
providing excellent mobility but no surprise. NOTE pilots oxygen required? Fuel tanks are completely filled with
the correct fuel and oil mixture to eliminate condensation. Pilots should never
follow a predictable route, including rivers, canyons, streets or roads, for
any length of time. Keep intervals of at least 500 yards so all aircraft are
free to maneuver and fire guns. Avoid ground lights at night even a trash
barrel fire can illuminate the rotors. If aircraft not available, reserves may
have to be split up and placed behind key terrain, immediately available.
Infantry must seek restrictive terrain to naturalize an enemy's mounted or air
mobility advantage. If retrograde (moving backwards) operations are necessary,
mountainous terrain is as good a place to conduct them as anywhere. More time
is required to reconnoiter and prepare rearward positions. Unlike the desert
floor where movement between positions is likely to cover relatively great
distances, movement in these conditions is usually from ridge to ridge. Routes
must be covered by flank guards, especially at defiles.
Terrain and weather gives
battle a piece meal character. There are few approach routes and most of those
are along valleys, which are covered by air defense and infantry forces using
massed fire. Mountains restrict effective bombing and strafing by jet aircraft.
Time and space factors are
extremely fluid. Varying sharply in response to weather and altitude, distance
is measured in terms of time and energy. Distance between two points is as much
vertical as horizontal. Up hill very slow, down hill can be very fast. This can
be important with calculating return tip. More time required for Medical
evacuations and all phases of operations. Extreme northern latitudes/Tundra
terrain permits unrestricted maneuvers.
Patrols are used extensively
to harass the enemy and prevent infiltration. With both environments, it is
common to have small units widely dispersed, operating at great distances from
other small units or there Command organizations. Requires extra radios,
radars/sensors for the numerous OPs or LPs and other positions.
Decentralization leads to poor control, more of a problem for offence.
In extreme north, tundra or
mountains objectives should be limited, operations are conducted for specific
goals, and this is true for Desert ops too. Strong points are easy to isolate
and are buy passed more. Key objectives dominate terrain; vantage points for
artillery and observation are a must.
Assaults; raid basics apply
i.e. normally incorporate an assault element, a security element and a fire
support element.
Modifying the TOE of units is
likely. Example, an antitank platoon may not be necessary. The mobility,
versatility in weapons and the self sufficient nature of the infantry unit,
means they well do most of the fighting. In mountain, warfare (MT) mass is not
as important as speed, where numbers are often a con, along with road bound
vehicles. As a rule of thumb skies are left in a pre-assault position, as close
combat on foot is easier to execute. Conversely deep snow may force unit to
close on objective on skies. You can advance or retreat with fogs on MT.
slopes, attack right behind storms. During blizzards or blowing snow the
attacker should if possible keep 3200 mils, 180 degree arch to enemy unit’s
stern or flank. Attack out of sun. Units well conduct more Night operations,
the best opportunities are at night or during very poor visibility. Day time
mostly spent in defense on reverse slopes. In extreme northern latitudes there
are lots of flanking and frontal attacks on broad fronts. MT. Flank attacks on
foot take a lot of time. Frontal attacks in day light through narrow sectors
have little chance.
“Move alongside a column of
troops 300 to 500 yards from them. Inside 200 yards you are vulnerable to SAWs
and RPGs. Outside 600 yards you are vulnerable to artillery and air strikes.
Stay in the safety zone; fire when there is an obstacle to shoot over such as a
ditch.” And or when there is cover and or at least concealment. MT.
particularly well suited for surprise ambushes lots of cover. Under favorable
circumstances, the enemy can only see as far as 100 yards into open woods.
(Note capabilities of sensors at angles to forest while in flight). In
woods, Marines can be equipped with armor piercing ammo. Unnecessary vertical
foot or vehicle movement should be avoided. Do not easily i.e. readily give up
elevation gained. Make every effort to secure ground higher than enemy
positions to allow the attack to be downhill. It may be possible to infiltrate
to a position behind the enemy, preferably using the most difficult and hence
unlikely route. Although this is very slow, it normally has the advantage of
surprise. Positions in the enemy's stern might provide opportunity to kill the
enemy as they reposition for or during their counterattack. The importance of
dominate terrain, together with the enemy's knowledge that troops on the
objective will be physically tired and dehydrated, makes an immediate
counterattack lucrative. Reserves should be kept centrally located and or
deployed by air to block or counterattack.
Weapons employment
Field artillery observation
posts are emplaced on the highest ground available, although in low-cloud
conditions it will be necessary to ensure that they are staggered in height.
Predicting fire (i.e. firing tables) may be inaccurate due to rapidly changing
weather conditions also making observed fire the best method. It may be
difficult to find good gun positions at lower altitudes due to crest clearance
problems so high-angle fire is often used. Artillery positions should be on
reverse slopes and as close to the crest as possible-considering crest
clearance and flash-cover. Individual guns should be sited in terrain folds and
other places where they are naturally concealed. Artillery cannot be readily
moved where there are not roads. Artillery positions are usually located where
ammunition can be delivered-in valleys, villages, and near road heads. Mortars are frequently more effective than
guns or howitzers (due to high-angle fire). They are easier to shift around,
can better engage reverse slopes and can be moved closer to the forward posts.
In general, the best weapons are light artillery and mortars that are airmobile
and can be manhandled so they can be positioned as high as possible. There is
limited use for self-propelled weapons, although they may be used in valleys.
It’s difficult to provide cover fire, especially for troops attacking down hill
on reverse slopes. With snow and soft ground the effects of supporting fires
over all is lessened.
(Reference Defense,
over all tips, “There is considerable divergence of opinion” with reverse
slopes etc.)
Mobility;
Because of difficulty in
re-supply, the supply points will become especially lucrative targets. Bridges
tunnels and passes are very important.
Because of the frequent
interdictions of mountain roadways, military police are used to expedite
traffic movement to the front. More engineer troops are needed, major tasks for
engineers; Assist in selection, construction, improvement, and route repair,
bridging or drainage to counter the problem of flash flooding and the denial of
all to the enemy. De-mining is important due to the limited number of routes.
Vehicles;
Wheeled-vehicle transportation (trucks, mules,
snowmobiles) should be employed as far forward as possible.
In Afghanistan, Canadian Army used small unit support
vehicles (SUSV) i.e. quad runners to move over the terrain at high-altitude,
allowing the infantry to ride or transport their loads into battle. These
vehicles afforded some small arms protection.
Trucks, helicopters, mechanical mules, and snowmobiles
(snow mobiles are capable of climbing 40 degree slopes) are key to mountain
logistics, but above 13K ft. the logistics effort shifts to the backs of mules
and porters.
Gasoline-powered trucks are clearly preferred over
diesel. As the truck ascends the amount of oxygen available is reduced and the
engine efficiency drops off. Cross-country and climbing capability decline as
fuel usage soars. Gasoline engines may need their carburetors adjusted and
Diesels may need to be fitted with turbochargers. In the mountains on average,
vehicles lose 20 to 25 % of their rated carrying capability (i.e. vehicle
engines lose 10-20 % of the horse power at 7k’, gas dose better) and can use up
to 75 % more fuel. Military generators and vehicles are often diesel-powered,
but standard diesel engines lose efficiency at 10K ft. and eventually stop
functioning altogether because of insufficient oxygen.
Average increase in fuel consumption at altitude; (keep
in mind head winds can increase consumption by 10%). Figures are for the number
of gallons used per 100 km.
Conditions; with good maintenance, good roads.
Low Altitude (below 3km); 3 to 5% slope light vehicles
(gas) average load uses 16 gallons. Trucks 3 to 5 tons (diesel) loaded 25
gallons, unloaded 20 gallons.
Low Altitude; 6 to 8% slope light Vehicles (gas) average
load uses 17 gallons. Trucks 3 to 5 tons (diesel) loaded 30 gallons, unloaded
25 gallons.
Medium Altitude (up to 3km) ; 3 to 5% slope light
vehicles (gas) average load 17 gallons, Trucks 3 to 5 tons (diesel) loaded 30
gallons, unloaded 25 gallons.
Medium Altitude; 6 to 8% lt veh. Avg. 18, Trucks loaded
32 gals. Unloaded 27 gals.
High Altitude (3km to 4km); 3 to 5% slope, lt. veh. 18
gals. Trucks loaded 32 gals. Unloaded 27 gals.
High Altitude; 6 to 8% slope lt. veh. 20 gals. Trucks
loaded 35 gals. Unloaded 30 gals.
High Altitude; (above 4km) 3 to 5% slope lt. veh. 20
gals. Truck loaded 35 gals. Unloaded 30 gals.
High Altitude; 6 to 8% slope lt. veh. 25 gals. Truck
loaded 38 gals. Unloaded 33 gals.
Animals and porters;
Beyond the limits of wheeled
transport, the only alternatives are animals or porters (which may need to be
acclimatized). Many ungulate (having hoofs) species are traditional pack
animals, including elephants, camels, the yak, reindeer, goats, water buffalo,
llama, Alpacas and mules used to pack loads on the back, pull wagons, and or
some could be ridden. Camels can smell humans 4 miles away and see them 2 miles
away. Camels in Arabia can brink 50 gallons of water. The Bactrian Camel most
eat snow (this in Mongolia) limiting its self to two gallons a day to prevent
to much cooling of the body. Oxen can be slaughtered and eaten when meat is low
and wild game impossible to find or tactical situation prevents hunting
(horsemeat is eatable but tuff). Mules have more stamina and are more
sure-footed than horses and have more resistance to disease. Summed up by
George Washington; "Horses eat too much, work too little, and die too
young." However, mules are subject to colic, heat exhaustion, injuries,
and wounds. Most injuries and wounds result from poorly adjusted saddles, pack
frames and harnesses. Stones, rocks, and debris on the trail can also wound a
mule's hoof. Local mules are more immune to disease at altitude than humans and
all mules have a keen sense of self-preservation that keeps them alive in
mountain storms. Mules require a great deal of daily care and training. Muleteers,
farriers, blacksmiths, and large animal veterinarians, who have been absent
from many armies for decades, are essential for mule-borne logistics. Mules
need new shoes every 30 days and there are special mule shoes for snow and ice.
Mules; are
12 to 17.5 hands (50 to 70 inches in height and weigh 600 to 1,500 lbs. The
average donkey stands about 40 inches in height at the shoulders, but breeds
range from 24 to 66 inches. Mule’s travel at 2½ mph. Oxen
are slower, at 2 m.p.h. The ½-mile faster speed can save a week or more over
long distances. Oxen can graze along the trail, but mules must be fed grain to
supplement the grazing. American mules require 10 lbs of grain and 14 pounds of
hay per day, which also becomes part of the logistics load therefore, less
paying/combat freight can be hauled. The smaller mules of Argentina require 8
lbs of grain and 8 lbs of hay per day. Mules could go 24 hrs without water when
they had a light load i.e. under 300 lbs. Mules can consume 25 to 30 liters of
water a day and up to 50 liters in desert terrain. They also require a daily
ounce of salt.
In WWI or II the standard
army mule load was about 150 lbs. American mules can carry up to 20 % of their
body weight (150-300 pounds) for 15 to 20 miles per day in mountains. Smaller
mules in other locales will carry less. The maximum carrying weight for an
Argentine mule is between 200 and 250 lbs. However, this is for low- and
medium-altitudes. At high altitude, the maximum carrying weight drops below 200
lbs. Like humans, mules require time to acclimate to altitude. Muleteers and
mules require about a month's training to get them ready to work above 3,000
meters. Like humans, mules tire easily above 4,000 meters and need to be rested
frequently. Mules also have to be trained not to fear the noise of firearms and
explosives so that they do not run off during a patrol.
Organized mule cargo units,
rather than ad hoc teams led by local teamsters, are the preferred option, but
local mules are always preferred over deployed mules. Equipage is a horse drawn
carriage usually with its attendant servants. Since much of the material will
be kept in dumps and moved in stages, the commander has to keep his transport
requirements in hand. Energy conservation requires additional routines to deploy
the logistics (like rations to the platoon, mortar rounds to the mortars).
General load information to consider;
Requirements for Infantry
Company (180) planning a mountain march, attack and defense lasting for a total
of 6 days. Note these figures do not include supplies carried by each Marine.
Rations 1620 kilos, water (drink and cocking) 2,262 kilos (2565 liters).
Ammunition 1,021 kilos.
Small mules carry 80 kilos,
big mules up to 150 kilos.
Mule total 60 – 80. mules to
carry 5,620 kilos of fodder, 4060 kilos of grain, 348 kilos of salt, and 18,416
kilos of water.
Consumption of water and
wood; low and medium altitudes, man drinking 1.5 to 2 liters, cocking 5 liters.
Animal summer 15 liters winter 10 liters. High altitude man drinking 2 to 2.5
liters, cocking 8 liters. Animals summer 15 liters, winter 10 liters.
Wood cocking uncovered at low
altitude, 1kg per man, same for heating tent or shelter and in open.
Wood cocking uncovered at
high attitude, 1kg per Marine, heating tent or shelter 1kg per Marine every 6
hours, in open 1kg per Marine every two hours.
Porters;
Mules cannot reach the higher elevations, and porters must haul the supplies
forward. Although a porter cannot carry as much as a mule, they can move in
places where mules cannot. However, porters will probably be reluctant to work
too far away from their homes and villages. There is always a security
consideration when using local porters. Short, wiry porter are preferred to
tall, muscular porters. Selected porters should have above-average intelligence
to allow them to more-readily adapt to the trying terrain.
Cargo capabilities; on foot up to 3kms Porter 20kg at 3-4km 20kg above 4km 15kg or less.
Marines up to 3km 15kg 3-3km
10-12kg above 4km 8-12kg.
On skis up to 3km porter 20kg
3-4km 12-15kg above 4km 12kg or less. Marine up to 3km 12kg 3-4km 12kg above
4km 10kg or less.
Physical performance; starts to be affected at about 1,000 meters altitude; the effect is
not linear and the drop in performance is quite different for acclimated versus
unacclimated individuals. A runner who is not acclimated will lose 10 to 12% in
VO2max at an altitude of about 6,500 feet and 12 to 15% at 7,500 feet. However,
performance will not be to the same degree because running economy is better at
altitude (due to the less dense air resistance). Research at 6,500 feet
indicated a 12% loss of VO2max, but 6% improvement in running economy resulting
in 6% loss in performance. The duration of a run is also a factor. An 800-meter
run is so anaerobic that little performance difference exists. A 1,500-meter
run may be 6 to 10 seconds slower, but over 20 seconds slower for unacclimated
runners. An unacclimated runner could expect to lose a minute in 5K and as much
as two minutes for a 10K. Average for a 5k run 13 min. 10k run 27 minutes.
Characteristics of military operations in Jungle
warfare:
Panic and phobias are
magnified, fratricide dangers are high. During the night there are many more
natural noises. Ambushes are
used extensively they are multi-phase operations and are planned in some
detail. First a suitable killing zone (K.Z.) is identified. It is a
place where enemy units are expected to pass, and gives cover for the
deployment then waiting and execution then extraction phases. The patrol must
deploy into the area covertly, ideally under the cover of darkness, and will
need to leave the area as soon as practical by a pre-determined route. Usually,
two or more S.E. will be sent out a short distance from the K.Z. Their job is
two fold; one to give early-warning of approaching enemy, and secondly, when
the ambush is initiated, to prevent any enemy from escaping. Having set the
ambush, the next phase is to wait. Executing an ambush, initiate it with an explosive
device (such as a claymore mine). Note most
crew serve MGs with open bolts give warning of opening fire. Afterwards
clear the K.Z. by checking bodies for intelligence. Attacking troops in
a thicket. First post Marines at corners. Machine gun small sections.
Adjust/shift Marines and fire etc. In the jungle you must operate with
combatant units at close ranges and possibly in all directions. It’s almost
always best to be in line/column formations. When in doubt don’t shoot.
Helicopters provide excellent mobility but no surprise. Inspect foliage
closely, broken leaves, twigs, etc., often indicate when and in what direction
the enemy has passed and how many were in the group. The amount of sap
oozing from a broken limb can indicate time of passing. The steep hills and the
dense vegetation and swamps tend to ‘canalize’ our advance. It is next to
impossible to have flank security patrolling abreast of a moving column. It is
difficult to send units more than a hundred feet to a flank and maintain
contact with them. If we try to make any headway we have to risk exposed
flanks. Patrols tend to try to reach objectives too quickly, moving too rapidly
i.e. nosily through the brush. Maneuver option, a base of fire should be
advanced along the ridges. “When encountering enemy on the move, our units had
more success and suffered fewer casualties by opening fire and rushing through,
than by trying to take cover and envelope the enemy. Grenades are more useful
than rifles in patrol work. Any equipment which must be abandoned should be
buried and camouflaged. Rifles can be kept perfectly dry at night by placing
them on sticks, several inches off the ground and covering them with banana
leaves. “It is noteworthy” that in the defense, each unit,
even the squad established itself so as to provide all around security during
darkness. With positions make use of varying elevations. In organizing the area
defense all automatic weapons were sighted on sectors of fire coordinated with
adjacent units. However, it was a standing rule that weapons never be
fired at night, except to repulse a major night attack. In order to safeguard
personnel and to avoid disclosing the position of automatic weapons, only
knives and bayonets were used to take out small infiltrating parties. To guard against
attacks after dark, we would set up the machine gun at one place, and then
immediately after dark the gun would be moved to another prepared location. It
was required that every telephone/radio be manned continuously from dark to
daylight, eliminating the necessity of ringing. Therefore, whenever anything
occurred, all leaders within the position instantly knew the situation.”
(Reference, Night
Fighting below)
V/C not yelling at all when
wounded or dying. Me what about Tali ban, or most any other foreigners?
Medivacs; total 406 thousand
patients including 168 thousand combat casualties. Between 65-73 high velocity
round effect i.e. wound track, tissue damage to organs and blood vessels too.
And explosion victims with large fragments and very dirty wounds meant the
victim was close to explosion.
Causalities Vietnam, small arms
51% of KIAs, 16% of WIA. Fragments 36% KIA, 65% WIA. Booby traps/mines 11% KIA
= 4000, 15% WIA. Punji stakes only 2 % WIA. Others cause 2% KIA, 2% WIA.
WWII small arms 32 % and Korea
33%.
Vietnam, impact points of rounds
on body; KIA, 16% muti-sites, 1% arms , 7% legs, 18% growing /abs, 19% upper
torso , 39% head. WIA 20% multi site, arms 36%, legs, 5% groin, 7% upper torso,
14% head.
I don’t know the timeliness of
the fallowing info I checked the site last mouth, OEF 175 KIA by small arms
fire, total of both wars 1373 with 257 US Marines. This according to
icasualties.com.
Fighting
at night,
Night ops, radios are turned
down. Make use of ear phones if available. Note in MT or cold weather warfare
of WWII “fighting for the little kingdoms”/fighting holes, to retreat into the
country side meant death by exposure. Close in night fighting combatants have
instinctive tendency to form groups under low light conditions. You should move
more frequently, farther and faster at night especially after contact with foe.
Silence voice wise will make foe nervous, cause foe to shoot more. Muzzle
flashes will give away locations, that’s were you though grenades, or attack
with bayonets. Use extreme caution when throwing in thick brush or up hill.
Throwing rocks at foe (especially down hill) as rouse grenade attack, the 3rd
time you use real grenade.
(Reference, COE
Over all tips, “if you spot foe” and Jungle warfare “It is noteworthy” above)
Knife fighting, Romans taught to thrust not slash. With
swords/knifes slashes with the edge, though made with ever so much force seldom
kill. As vital parts are defended by armor and bone. On the contrary a stab
although it may only penetrate 2” is generally fatal. Besides with the attitude
of striking, it is impossible to avoid exposing the right arm and side of the
body, which is covered during a thrust. With thrust a foe receives the point
before sword is seen. It must be observed that when engaging with
spears/javelins/grenades, the left foot is advanced increasing throwing force.
On contrary at close range with sword, right foot extended so that the body may
present less a target to foe and right arm be ready to thrust with max force
and reach and to counter enemy that may have broken line gotten behind you.
Stabbing; blades edge held horizontal to ground (i.e. parallel) well penetrate
between ribs. Stabbing heart via stomach less blood is spilt. Also arm pits,
crotch or inter portion of the thigh are locations of vital arteries. Stabbing
Pelvis hands width below navel, just above genitals. Axon (base of the back of
head) also at end of spinal column just above buttocks. Slicing throat, tip of
blade used just to one side of trachea. So the trachea is not cut, which would
allow blood to inter airway and cause load gurgling sound.
Characteristics of military operations in Desert
warfare
Illumination or smoke rounds can be used to reorient maneuvering
forces.
Distances require longer lead times for reconnaissance and surveillance
planning. Effective reconnaissance takes time.
Scouts are reconnaissance patrols, not combat patrols, and should
attempt to gain information through stealth.
Consideration should be given to conducting reconnaissance during
periods of limited visibility.
Very few civilians are encountered in desert operations, and
information they give should be treated with caution.
Because there
is little vegetation in the desert, strong shadows are readily observed from
the air. Disrupt shadows by altering the shape of equipment, using the correct
angle to the sun to minimize shadow size i.e. largest vertical surface
perpendicular to the sun and to cause shadows to fall on broken ground or
vegetation whenever possible.
(Reference, Defense
rule # 5 Features of Recognition, shadow)
Open terrain and predominantly clear atmosphere generally offer
excellent long-range visibility, but at certain times of the day it may be
limited or distorted by the effects of heat. Visibility can be better during
the night than day.
The ideal observation should have the sun behind it and be as high as
possible to lessen the effects of mirages and heat radiation from the ground.
Stake out your target line/engagement area (trigger point). This will
prevent soldiers from engaging targets beyond the maximum effective range of
the weapon system.
Observation of fires may be difficult. The lack of visible terrain
features distorts the ability to make range estimations.
When preparing defensive positions, use every available means to know
how far you can observe in front of your positions.
The enemy can see just as far as you can. Inspect your position from an
enemy point of view.
Light and noise at night may be seen or heard from miles away, so
strict light and noise discipline are necessary.
Sand and dust reveal movement in the desert. It is best to move at
night or during periods of predawn morning dew. This includes resupply as well
as tactical movements.
There are fewer terrain features in the desert. This hinders navigation
and exposes friendly forces to the enemy. Take advantage of the least
considered features, such as wadis, to conceal movement.
The
enemy will try to attack with the sun low and behind him.
When
natural obstacles are not available, units should use linear obstacles to stop
enemy movement. Minefields must be rapidly laid over large areas to be
effective. Employ “basic loads” of Class IV (sand bags, pickets, etc.) with all
vehicles to expedite digging in. In the desert environment, camouflage and
dispersion are a necessity for all forces.
Employ
reverse slopes as much as possible and camouflage frontal parapets for
individual/crew positions by making use of reverse slopes of natural drifts.
This avoids obvious bunker positions being easily seen.
Extended
depth and dispersion of vehicles will enhance survival. Dug in vehicles survive
longer. Use of dummy positions is more important.
Air
instability is most likely to cause quick, vertical, and irregular dissipation
of an agent, leaving the target area relatively free of contamination quickly.
Chemical weapons used during the heat of day are normally persistent nerve or
blister agents.
Combat
Service Support;
Medical
support in the desert environment is challenged by remote locations.
In a
non linear desert defense, enemy and friendly units may be intermingled,
especially in poor visibility.
Medical
treatment and evacuation will become more critical in the desert. The
effectiveness of the combat lifesaver program has been proven.
Medics
must constantly re-certify and train those who are designated as combat
lifesavers. The standard should be at least one lifesaver per squad.
Rehearse
how your unit will identify, treat, and evacuate casualties. This is as
important as how you will fight.
When
not in use, keep weapons, covered. Even though weapons are coverd, they may
still have sand on them. Clean the weapon frequently so it will be ready when
needed.
PMCS in
the desert is absolutely essential. Left unattended, sand and wind will rapidly
destroy the most basic piece of soldier gear.
Sand
clogs fuel lines and wears out tires and other rubber and plastic parts faster.
It also seeps into engines and cooling systems. This results in overheated
engines that can cause sudden and catastrophic failure.
Food
service organizations require intense supervision. Current menus must be
augmented with fresh fruit, vegetables, and breads to provide soldiers the
roughage and nutrients they need.
Command
and control;
Desert
evenings can be extremely long or short. Leaders should be concerned with EENT,
BMNT, and percentage of illumination. These factors will be extremely important
when conducting night operations.
Dry
desert conditions can, at times, reduce radio signal strength and create
unforeseen blind spots, even in aircraft FM communications may be degraded due
to dead spots caused by heavy
concentrations of minerals close to the surface. Establish firm procedures for
constant control, either by radio or through liason.
Ensure
that all know the commander’s intent and rehearse battle drill so that actions
are understood even in the absence of orders.
I know
that you have warned against climbing to the top of the only tal building in a
neighborhood or firing down the long axis of a major street.
Teamwork.
Most of the advantages of teams apply only to the invaders. Crew served weapons
reduce willful misses by reluctant killers. In static positions teams have more
endurance.
Divide.
Engage the invaders when they are crossing a boundary. Fire when half the
invaders are inside a building and half outside it. Fire when half the invaders
are in open and half in rough terrain. Fire at dawn or dusk when neither
infrared nor visible light is optimal. Fire from one unit's area of operation
into another's AO.
Tanks
stopping on trench and spinning to crush troop’s
Threat attacks are based on two
principles, speed and mass. Air land battle doctrine four basic tenets of
initiative agility, synchronization and depth are constant. A heavy mechanized
unit usually plans to win by sustaining a high rate of advance 20 mph i.e. 2-3
minutes per km. Generally 60 miles of range equal 3-5 hour’s time. Egyptian
chariot speed 25 mph equal to modern tank. Note house power wt ratio hp divided by vehicle wt. Higher Hp. makes for
move lively vehicle more important for acceleration and moving up hill, than
for pure speed. Tracked vehicles on flat road surface will slide around corners
like auto. Heavier vehicles more stable same as Cadillac vs. compact. Because
APCs are lighter they can’t move across open ground as fast with out injuring
Marines in side.
Tracked vehicles better two negotiate obstacles in MOUT, also do better
off road, wheeled vehicles get stuck.
Over 60 tons tank becomes
handicapped, lots of bridges cannot be used. Most tanks barely float if
equipped to due so and cannot manage rough water.
MT drivers and crew passengers of open vehicles are very venerable to
cold injuries. MOUT Dusts wares out pistons. Dust, rough handling character,
places great strain on drives, communication equipment and night vision
equipment. Vehicles use less fuel in MOUT than open. In open terrain vehicles
that run out of fuel can be recovered later. Noise reduction with ear plugs
etc. more important with tracked vehicles, over time adds to fatigue.
USSR wider tracked vehicle did
better in mud. Vehicle used more fuel. Over all operationally 20% on road,40%
off road, 40% stationary, engine running this well very with season more time
off road summer when ground is dry and firm less when hot ( air con- no) cold
snow or muddy more time for heater benefit.
Tank drivers main job keep tank covered/concealed, don’t move strait
out of hull down position.
Narrow street were only one tank can proceed should be avoided.
Bridges and other prominent features may have indirect fire sighted on
them.
The factors of
cover, concealment, fields of fire, etc. considered in selecting other
defensive positions are also applicable when selecting positions for combat
vehicles. Utilizing any physical barrier available, such as low walls or
piled-up rubble, brush or locating it within a building to gain additional
cover and concealment. Tank and APC positions can be classified in general
terms as hull-down or hide positions. Hull-down positions are dug in, to
protect the vehicle by reducing its silhouette. Hide positions, as the name
implies, deny the enemy direct observation of a tank or APC.
Maneuver unit at disadvantage do
to lack of concealment. Tanks need only move 50-100’ to find ground cover,
undulations. Tanks average 300 feet apart.
(Reference,
COE rule # 7 and Defense rule # 6)
Ideally tank support infantry
the exception is when combat is on flat open ground. In open terrain you are
more likely to be attacked by horses/vehicles/helicopters than by infantry.
Featureless terrain troops in
front of tanks to provide better information to tanks.
If cavalry is not strong enough
to compete with foes inter mix it with infantry. Cavalry and infantry the later
is more important to analyze.
For a last ditch direct assault dismount infantry first, to limit
casualties. Dismounted infantry checking routes should clear high ground first.
Make sure your forward infantry can be covered by tank crew behind you.
If infantry dose not fallow
armored units within reasonable time, a section should be sent back to
investigate. Tanks that get separated from infantry can not fire at bypassed
enemy. In turning to withdrawal all tanks should turn about as right face to
limit confusion as to the danger zones for infantry.
"We have saved our wire crews much work by carrying on each
vehicle two poles with hooks on the ends so that we can quickly lift field-wire
lines and run under them." After withdrawal paths closed with wire to
prevent easy use for travel. No fighting positions are placed in tanks path
that were made during assault.
Troops operating with tanks
beware of debris from APDS rounds. 60 degrees ark during firing danger zone for
APDS. Gun muzzle blast in MOUT can last 1-2 minutes. Troops can use for smoke
screen. Smoke screen canisters danger when fired and can cause fires. Gunner
“if driver says he has target. I knew to swing to the right”. Commander has
over ride to turret if gunner fails to point gun. Hatches closed when firing
gun or tow from concealed room or area. Tanks directing hot exhaust into
manholes, fighting holes etc. with deflectors.
Killing tanks; the presents of
tanks should not be exaggerated, the primary aim in training is to over come
any inherent feelings of inferiority, when faced with enemy armor. No attempt
should be made to turn training into a drill. This is pointless for there is
neither a standard group of fighters nor a single tactic for fighting tanks at
close range. Skill and imagination are the only answers.
The Chechen hunter–killer teams, like wolf packs searching out an
isolated member of a family of deer, frequently attacked a single armored
vehicle simultaneously from several different directions.
Chechen forces employing three- or four-man fire teams composed of a
sniper a machine-gunner and a RPG gunner. IMO the teams system should have worked
like this, first the sniper would force to crew to button up, then the machine
gunner with armor piecing rounds would breach the reactive armor then would
come a salvo of RPGs concentrated on the exposed area.
WWII tank vs. tank was rare more common to have tank vs. infantry. Try
to separate them allow tanks to sweep over positions, separate fallow on
infantry. Which can hold ground. Destroy armor at (T) intersections. Some armor
used plows to forge paths. Plow vehicles move slowly and are prime targets,
vehicles had to fallow predictable path.
Tanks weak point is with its tracks. Target tanks as they are exposing
underside at crest.
Force crew to bottom up. Difficult for crew to observe or keep track of
the direction of vehicle (orientation). Vehicle blind spaces most cars 15-20’
RV./van 20-30 ‘trucks 30-40’ short driver 50’.
Unlike the mortar or machine gun which usually target an area, the AT
gun had to hit a very specific object, namely an armored vehicle. The AT
gun was a purely line of sight weapon. Its round flew on a flat
trajectory so the gunner had to have a uninterrupted view of the target.
A Rifle Company in the vanguard of a cautious advance would normally
expect a number of guns to support it. The only way to ensure there was
always one gun capable of delivering immediate support was to advance them by
bounds, one gun covering while another moved to a new position.
To be at their most effective, the first few rounds of AT fire had to
come as a complete surprise to the enemy. Concealment and camouflage were
vital tasks for the gun crews, perfectly attainable when operating from a well
prepared defensive position, less so when deployed to protect infantryman who
had just seized their objective.
In open country, the guns were particularly susceptible to fire from
the very tanks they sought to destroy, which could pitch HE shells at them from
longer range than the crews could respond to with their amour piercing
ammunition. In close country, the threat came as much from enemy infantry
accompanying the tanks to deal with just such an obstacle. The only
defense was to site the guns within the localities defended by friendly
riflemen who could repulse the infantry with small arms fire while the gunners
engaged the tanks. The guns could also fire high explosive ammunition
against infantry targets. Chief among these was the reduction of strong points
or fortified buildings were amour piercing rounds proving effective even at
their longer ranges.
Tanks vs. ATGMs; never point RPG or other back blast weapons upward or
fire from prone (lose limbs). Anti tank weapons placed on elevated position to
fire down at tank, 20 degrees angle increases hit 67% at 600 feet. 45 degree
doubled odds compared to a surface level shoot. Four inches of vertical
clearance over obstacles for muzzle of crew served weapons. Power lines,
antennas and poles interfere with lead shots or shots from roofs. If
electricity still on may shock operator or burn up computer and sensors. Some
ATGMs may have trouble firing over water.
Direct fire weapons may need flank observer due to visibility obscured
by dust round falling short, best to over shoot so observer dose not loose site
of target. Concentrate indirect fire on lead element. If you try to pick them
off one at a time you will be over run before you know it, mass combat power at
right place and time. With average country side you well spot tank 1760 feet of
range 40% of the time. 1/3 to ½ of a mile range 25% of the time. ¾ to 1 mile
20%. Over one mile 10%. Even in open areas the longest range figure is the
rule. Tanks travel in undulations in terrain. Watch for dust esp. after long
dry spells.
AT crews should not respond to enemy small arms fire. "At night,
we placed a machine gun on both sides of a tank destroyer. When hostile tanks
were heard approaching, the machine 'guns fired tracers until ricochets
indicated that a tank was being hit. Both guns would then fire at the tank and
the ATGM can fire at the point of the "V" formed by the converging
tracers."
A number of vulnerable points were identified on machines, notably the
vision ports, engine deck plate and the tracks.
The Germans also deployed blocks of explosive which could be hung over
the barrel of the main gun, mangling it on detonation.
Smoke grenades or generators (pots filled with chemical compounds) or
any available materials including vegetation, were all used.
The hope was the smokescreen would be sufficient to degrade cooperation
and mutual support between the tanks, forcing each to fight on its own and be
defeated in detail. It should be noted, there was nothing to prevent one
tank from machine-gunning the hull of another to clear it of enemy infantry,
knowing the crew would be immune.
Germans developed Zimmerit coating. This was applied to Panzers
to prevent magnetic charges being fixed to the hull, which proved quite
effective.
Molotov cocktail or fire bottle in Red Army parlance.
A group of mines could be laced together and pulled into the path of an
oncoming tank, (rather like the 'stinger' beloved of police forces for stopping
stolen cars).
SP 7/2000; Russia has developed a motorcycle sidecar that is equipped
with an anti-tank guided missile launcher. The sidecar is designed to be equip
cross country motorcycles used by reconnaissance units and Special Forces
SP member not a lot of even modern MBTs are built to withstand that
many 30mm armor pircing shells across their upperworks. Things like hatches,
optics and sights, those roof blow-out panels over bustle-mounted ammo
magazines, and especially the radiator grills over the top of the engine
decking, those are pitifully weak compared to actual turret faces and side
armor.
Using hot tar to coat tanks vision posts etc.
(Reference, Step # 3, General phase
threeThe assault, phase four Consolidation/Explotation)
“Let no Marines ghost say if my training had only done its
job”
" Give me a million dollars and I well change the
world"
" When it comes to persecution and suffering that
fairly tale about christ dose not have (S) nothing on me"
" I well bet my lucky start"
“IKYG”
G-day!
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